4 his is not a story about our modern world, but one of long ago, when strange creatures roamed the...
TRANSCRIPT
4
HIS is not a story about our modern world, but one of long ago, when strange creatures
roamed the land, and Sorcerers possessed great power. As an adventurer, your Strength, Courage and Agility have brought you safely through many daunting quests in the past. And when you begin this adventure, you will need all these qualities. Below, you will discover – with a little luck – how swift and strong you are.
You will need two dice, a pencil, and several sheets of paper: use the pencil and paper to draw a map of your progress. You may not succeed at the first attempt, and the map will be useful in future attempts.
There is a Quest Sheet over the page, for you to write down your scores for Dexterity and Strength, and to keep a note of your rations, secrets learnt, and items discovered. You may prefer, before you begin your adventure, to use the printed Quest Sheet simply as a model for the things you will need to take note of, or keep a record of, during your Quest. If you do this, you will obviously need another piece of paper to copy down the headings on the Quest Sheet.
Dexterity and Strength Roll one dice. Add 6 to this number, and make a note of it on your Quest Sheet. This is your Dexter-ity score, and indicates your skill and mastery of swordsmanship.
Roll two dice. Add 12 to this number, and make a note of it on your Quest Sheet. This is your Strength score, and it is a measure of your fitness and stamina.
Your Strength and Dexterity ratings will probably change during the course of your adventure. You may lose Strength points in battle, for example, and then restore them by eating a meal. Your characteristics may also be affected by items you discover in the course of your adventure, and, in such situations, you will be told in the text what to do.
You must remember, however, that your Strength and Dexterity scores must never exceed their Initial values, as determined by the dice rolls at the start of any one adventure.
Beginning your journey You are dressed in leather armour, and are equip-ped with a sword, shield and a short dagger. You carry a backpack in which to stow your provisions and any items you may discover.
You start your quest with just two gold pieces in your pocket. However, you will be given more, and may also discover more, or have the option of
spending what you have. It is a good idea to keep track of the number of gold pieces you possess, as your adventure progresses.
Rules for fighting As you explore, you will encounter creatures which you may choose to engage in combat, or be forced to fight with for your life. Each creature will have its own Dexterity and Strength scores, given in the text. Make a note of these.
To resolve a battle: 1. Roll two dice, and add the creature’s current
Dexterity score. This is its Fighting Power. 2. Roll two dice, and add your own current
Dexterity score. This is your Fighting Power. 3. If your Fighting Power is greater than the
creature’s, you have scored a blow and wounded it. Subtract two Strength points from its Strength score at that moment (unless told otherwise in the text). If the creature’s Fighting Power is greater than yours in this round, it has wounded you. Sub-tract two points from your current Strength score. If both scores are the same, you have parried each other’s blows, and neither of you loses any points.
The next round in the battle is done in just the same way. You repeat steps 1, 2, and 3 above. When either your or the creature’s Strength score is reduced to zero, the battle is over. A zero Strength score means death, and you must begin again with new dice rolls for Dexterity and Strength.
Losing and gaining points In some sections, you will be awarded extra points (for example, you may read “Gain three Strength points”). You add these to your current Strength score: but remember, these scores may never exceed their Initial values. When you lose points (for example, “Lose one Dexterity point and two Strength points”), you simply deduct these from your current scores. However, this may be only temporary – for example, “deduct one Dexterity point for the duration of this battle” means you can restore the lost point if you win.
Replenishing your Strength You are about to read of the start of your quest. You begin your journey with five fresh meals in your backpack. Each meal restores five Strength points, and you may eat a meal at any time, except during actual combat.
When you eat a meal, deduct one from the number of rations you have, and add five points to your Strength score at that time. Use your rations wisely: your quest is not an easy one.
5
The small township of Fourways has been a
meeting-place for travelers for as long as
anyone can remember. Adventurers head at once
for The Mill-Wheel and swap stories over
bread and ale long after the sun has set, and
sometimes until it rises again. Humans,
Elves, Dwarves, and one or two rather
stranger characters pass through Fourways,
and the proprietor of The Mill-Wheel, a
battle-scarred man called Elfric, changes not
at all. A large, quiet man, he asks no
questions and serves all alike civilly and
silently; but on the rare occasion when a
disagreement becomes a full-scale fight, he
can leap into action and quell the trouble
more effectively than a troop of the King‟s
guard.
Since nobody asks questions in
Fourways, it is a haven for all kinds:
thieves, assassins, men with a price on their
head; and it is to Fourways that you, a
seasoned adventurer and soldier-of-fortune,
now make your way.
You are crossing a broad meadow in the
early afternoon sun, pushing your way through
the ripening maize, heading for a track on
the other side. Fourways is not far distant
now, and you look forward to a comfortable be
for the night; it will make a pleasant change
from sleeping under the stars, though you
know the novelty will wear off after a few
days.
Swallows wheel in the sky as you reach
the track, a solitary cloud drifts lazily
across the sun for a moment; all is peaceful.
You shift your shield on your shoulder,
adjust your sword-hilt and amble along the
track, a grass-stalk dangling from the corner
of your mouth. A signpost tells you that it
is five miles to Fourways, but you are in no
hurry, and amble easily along the country
path in the afternoon sun.
Entering the town, you walk down the
main street and turn off for the road that
leads to The Mill-wheel. The sun has not yet
set, and so you are not surprise to find the
dining-room almost deserted. You book a room
for the night, Elfric gives you the large
brass key to your door, and you go up to wash
and rest before the evening meal.
That evening, as you finish up the last
of Elfric‟s excellent stew, and order another
jug of ale, you lean back and look about the
dining-room again.
6
Things are not as you remember them:
you expected a group of Elves to be singing
of their exploits, Dwarves to be sitting
round the fire, telling stories of heroism,
men playing finely-tuned instruments of wood
and brass, and all calling for food and
drink. But tonight it is quiet; the dining-
room is half-empty and small groups sit
around speaking in low voices.
You are puzzling over this, and about
to ask Elfric the reason for the change, when
an Elf moves over to your table and sits
down. You eye him warily, and he smiles: “You
do not remember me,” he says. This is true,
but then most Elves look alike to men.
“I was a friend of Aalandrin,” he
continues, “and I salute your bravery in
recovering our Sceptre. We still sing of it.”
You raise your eyebrows. The adventure he is
referring to took place some time ago though
you will not forget the battle to recover the
Sceptre of the Elvenking, and the bravery of
Aalandrin in that Quest. But the Elf is
speaking again: “What is happening now is
just as sinister, perhaps more so, he says,
looking at you steadily.
“In a short while, it may be that
Fourways will be no more, and perhaps much
more besides will be devastated. There is one
called Liknud, who even now hides deep in the
forest of Ardristan, North of here, and whose
foul influence spreads wider each day.” There
is a pause, and then the Elf‟s fine jaw sets
in grim determination: “Eildon failed, at the
end,” he says, “but she will be avenged, and
Liknud will be destroyed.”
There is a short silence as you both
gaze at the table, but at a prompt from you,
the Elf, who introduces himself as Tamlane,
launches into the whole story. Liknud, it
seems, is a necromancer, an evil sorcerer,
who is even now hidden deep in the forest of
Ardristan, planning to subjugate the
surrounding countryside to this rule.
Necromancers, in fact, are not
uncommon, but although powerful and to be
treated with a great deal of caution, are
normally opposed by the sorcerers of good.
“However,” Tamlane tells you, “Liknud has
captured the Orchid of Life. You may have
heard of this plant – it flowers only every
hundred years, and is greatly prized for its
power of life-force. We had set a guard over
it, but one day when others came to relieve
them, the guards lay dead, their bodies and
faces twisted in agony. We can tell by the
movements in the life-force all about us that
the Orchid of Life has flowered – but it has
been taken.”
“Our most powerful sorceress, Eildon,
sought Liknud, but she has not returned. We
sense she has been defeated, though she yet
lives. In the morning I go, for time is
short: as the Orchid blooms, so Liknud‟s
powers grow. Within two or three sunsets he
will be capable of destroying Eildon and
embarking on a reign of error. He must be
stopped, once and forever.”
7
It takes but a minute, as you think
over the implications of all that Tamlane has
told you, for you to volunteer your services
in attempting to find and put an end to
Liknud. Tamlane nods: “I expected no less.”
he says. “But it will be safer if we go
separately. I can tell you this: you will
need protection against Liknud‟s more
dreadful powers, and one of us must find the
dagger of Telledus.”
By the time you turn in for the night,
you have heard the whole story from Tamlane.
In order to defeat Liknud, you learn that you
will need the root of a Hellbane plant, and a
clutch of the grape-like nuts known as elf-
fruit: these will arm you against Liknud‟s
dark powers. The dagger of Telledus is an
enchanted weapon, which alone will end the
necromancer‟s life; Tamlane tells you that an
elf known as Telledus returned but two days
since, near to death. Now much recovered, he
explained that the dagger was torn from his
grasp in a battle with a loathsome creature
deep in the forest of Ardristan, and he now
has no idea of its whereabouts. It must be
found, in order to put an end to Liknud.
Tamlane leaves at first light, and it
is agreed that you will make your separate
ways in an effort to reach Liknud‟s lair. The
elf has given you a potion of Healing, which
will restore your strength when it is at its
lowest ebb and you have wished each other
well. You have made up your rations and
checked your equipment, and you are ready for
the quest ahead.
You sleep well, and in the morning bid
farewell to Elfric. The old warrior gives
your hand a firm grasp and wishes you well;
you sense he knows of your mission. Of
Tamlane, there is no sign; Elfric tells you
he left before sunrise, and so you set off
alone. Soon you are clear of the outskirts of
Fourways, and heading North towards the
forest of Ardristan, as the sun rises in the
clear blue sky.
1
The ground rises steadily as you walk, until
you reach the brow of the long hill you have
been climbing. The ground slopes gently down
again before you, then levels off, merging
into the dense browns and greens that mark
the Southernmost edge of the forest of
Ardristan. Ardristan was always a place of
tranquility, and home to a myriad of small
wild creatures; you wonder what changes the
presence of Liknud has brought.
As you descend the slope and approach
the forest, you stop to adjust your shield on
your arm, tighten the straps that hold your
backpack, and check that your sword is free
and easy to draw. Then, without any further
delay, you hasten forward and plunge into the
forest. At once, you sense evil; the refresh-
ing dappled light and scented air is no more.
The air tastes acrid and aged as you breathe,
the shadows now make you start in alarm as
they seem to shit and change with
unaccustomed suddenness.
You move slowly forward, until you
reach a crossroads, and stop to think.
Although you have, long ago, spent the occa-
sional night sheltering in the edges of this
forest, you have never explored its depths.
And you have no idea where Liknud s lair is;
you consider: The path ahead of you is fully
seven or eight feet broad, and travels
straight as an arrow due North. The paths to
East and West are less well-defined, but
nevertheless fairly straight and seemingly
negotiable. Which way will you go?
North? Turn to 139
East? Turn to 24
West? Turn to 118
9
2
The corridor turns North and you follow it to
an archway. You stop; in the room beyond is
an awesome sight: Standing in the middle of
the room, on a slightly raised circular dais,
is an elfin girl. Fine threads of light
encircle her, running from the edges of the
platform to the ceiling. There is a low
humming sound.
Just inside the room, a few yards from
you, is what looks like a huge diamond set on
a pedestal glowing from within with an
intense blue light. Behind the column of
light within which the girl is trapped are
three large, barbaric-looking men. You all
stare at each other for a moment equally
surprised, and then the girl shouts, “Swiftly
– smash the jewel! An instant later, the
guards react, and charge towards you. Have
you got a potion of Invisibility? If so, turn
to 111. If not, turn to 18.
3
As soon as you drink the potion, your
vitality and energy return: restore your
Strength and Dexterity scores to their
Initial levels, as the antidote to the curse
takes effect. Will you now:
Try the yellow potion? Turn to 16
Leave? Turn to 100
4
The potion seems to have no effect at all, so
will you now:
Drink the yellow potion? Turn to 77
Leave? Turn to 99
5
Taking the potion from your backpack, you un-
stopper it and drink. It works at once, and
you walk invisibly into the room. But you
must decide swiftly which way to go next, be-
fore the potion wears off. Will you go out of:
The East door? Turn to 97
The West door? Turn to 67
6
You hurry onwards, the landscape becoming
more desolate as you move. Soon the poor
track bends around to the East, and you stop
– ahead of you, not far distant, is a cave
entrance. Around it is scorched earth, and
you feel sure that this is the centre of the
sense of evil that has permeated the forest
since you entered. This, you are sure, as
you hurry towards it, is Liknud‟s lair.
Turn to 188.
7
You press on West with a good deal more
care, but there are no further traps, and
quite soon you stop when you see a path to
your left. However, having come so far, you
do not wish to go back South now; you feel
you cannot be far from Liknud‟s lair, and
you press on West.
Turn to 181.
8
You continue on the trail North with a good
deal more caution, until you reach a small
clearing on your right. Strange sounds eman-
ate from the shadows beyond, sounds like
crystals gently touching, clear and soothing.
Half-entranced you move into the clearing to
investigate.
Turn to 138.
9
With nothing to offer the Dragon-men, and
facing such overwhelming odds, you have
little choice but to retreat, and back away
cautiously. The Dragon-men watch you, im-
mobile, as you return East, eventually round-
ing the corner. You head back South, past the
huts and then follow the trail West until you
are back again: at the first crossroads. This
time, will you head:
North? Turn to 139
West? Turn to 118
10
A few paces into the tunnel, you stop again,
your torch flares, but its light has no
effect on this suffocating blackness. Will
you press on? Turn to 163 if so. If you
prefer to abandon this direction, and return
to the junction to go North instead, turn to
187.
11
Sheathing your sword, you look about you.
There is little of interest in the room, but
you poke about among the rubbish and umber
anyway. Discovering nothing, you consider the
two exists from this room, one in the East
wall, and a similar archway in the North. You
glance down again at the body of the Shredder
before you leave, and notice for the first
time a curious object on a thread about its
neck. Looking closer, you see that it is a
key, made from one the end carved into a
small skull. You have no idea why the danger-
ous monster was entrusted with this key, but
clearly it may be of use to you in your quest
and so you put it in your pocket. Will you
now leave through the archway in:
The North wall? Turn to 127
The East wall? Turn to 30
10
12
Within seconds of raising the bottle to your
lips, pain grips your stomach, and your
throat burns. Lose three Strength points.
Will you now:
Drink the yellow potion? Turn to 77
Drink the blue? Turn to 4
Leave? Turn to 99
13
The tall man says nothing and makes no move
as you shamefacedly go back out of the room
and shin back down the rope. You continue on
your original way North.
Turn to 112.
14
“Quickly,” says Tamlane, looking around
anxiously, “eat now. They will protect you.”
You obediently eat the bitter-tasting nuts;
there is no obvious effect, but you have
faith in the elf‟s advice. Then there is a
thunderous crack, and a smell of sulphur as
smoke fills the room.
Turn to 31.
15
The corridor turns to the East and ends at a
door, beyond all is silent, but you open it
warily, and look into a small room; the only
furniture is a round table and two three-
legged stools, and sitting on one is a small
gnomic creature with a pointed red hat. The
Gremlin seems quite unconcerned by your
presence and, grinning, invites you to enter.
Warily, you do so.
Turn to 114.
16
Your last thought, as you drink the liquid is
that you have drunk a fatal poison. You slump
to the floor as the room spins and darkness
closes in. Your adventure is over.
17
The passage beyond the door is short, running
North until it meets an East-West junction.
You look in both directions, but there is no
sign of the magician. Which way will you go
now?
East? Turn to 2
West? Turn to 129
18
You have no choice but to fight all three of
the fierce-looking guards simultaneously, as
they raise long curved swords and leap to the
attack.
Dexterity Strength
FIRST GUARD 9 10
SECOND GUARD: 7 12
THIRD GUARD: 8 12
If you survive, turn to 71.
19
You walk along a corridor North for a fairly
short distance, then East, as it turns, for a
rather longer way. Reaching a door at the end
of this corridor, you push it gently open,
and look in on a slightly surprising sight.
Turn to 108.
20
The passage beyond the door is short, running
due North, and ending soon at a junction.
Will you take the way:
East? Turn to 28
West? Turn to 190
21
The tunnel ends quite soon, at a junction.
Will you now go:
North? Turn to 48
South? Turn to 160
22
You hurry along the track, conscious that you
are now deep into the forest, although you
11
have not yet discovered Liknud s lair, or the
all-important dagger of Telledus. Aware that
time is short you increase your pace as the
path ends round to the West, you wonder what
has become of Tamlane. It is this temporary
loss of concentration that is your undoing.
Your foot snags on something, and a strong
branch whips out, knocking you to the ground.
Lose three Strength points.
As you stagger, gasping, to your feet,
here is a wild yell, and three tall, hairy
men burst out from the side. Dressed in
animal-skins, and brandishing daggers, the
Forest-Men attack. You must fight all three
at once.
Dexterity Strength
FIRST FOREST MAN: 7 8
SECOND FOREST MAN: 6 6
THIRD FOREST MAN: 8 8
If you defeat all three, turn to 7.
23
The path is narrower, but fairly good, and
you walk swiftly West and then South, as the
path bends. A few paces down, your ace slows,
and a little further you sop, sword drawn.
Circling above you are several huge flying
creatures: they are Pterosaurs, gigantic,
leathery-winged animals with long beaks
filled with needle-sharp teeth, and
possessing long, powerful talons. As you
watch and wait, one detaches itself from the
group and swoops down at you, climbing away
at the last second. The wind from its great
wings buffets you as it ascends again, but
then, as though having inspected its meal and
decided that it looks good the Pterosaur
gives a rending screed and swoops again: beak
open and talons spread. You ready yourself
for the battle.
Dexterity Strength
PTEROSAUR: 8 8
If you win, turn to 40
24
The trail takes you East with very little
deviation, but you have walked only a short
distance when a rustling, grunting sound from
the undergrowth ahead and to your left stops
you in your tracks. Before you have time to
respond, a wild boar charges out of the
tangle of bushes and leaves, head lowered,
making straight for you. At the last fraction
of a second, you whirl aside, but the boar
skids to a halt and returns to the attack. At
once you draw your sword and await the next
charge.
Dexterity Strength
BOAR: 6 8
If you win, turn to 105
12
25
The track is quite good this way, but a short
way East, you slow and, after a moment stop;
there is movement ahead, on both sides of the
path. As you wait, sword drawn a grotesque
figure leaps out from the side and bars your
way. Painted entirely blue, the head is
completely encased in a mask resembling a
dragon‟s head. As you prepare for a fight,
other men, similarly garbed, step out from
the bushes. Some wave spears threateningly,
while others raise bows, the arrows pointed
at your chest.
The leader approaches you slowly, hand
outstretched; but the Dragon-men do not
speak, and you have no idea what they want.
However you realise that to engage such
overwhelming odds in battle would be madness,
and so you slowly back away. The Dragon-men
make no further moves, but watch as you
retreat to the crossroads. This time, will
you go:
North? Turn to 173
West? Turn to 57
26
You hurry East, along a path which is wide
enough to pass with ease, although you have
to duck under overhanging ranches and push
aside foliage that is beginning to creep
across the track. You reach up to push away
another obstacle – and your hand closes about
a bunch of hard, purple fruit. At once you
stop, recognising what you have come across;
this is the strange delicacy known as elf-
fruit. Although unsure what powers it
possesses, you recall clearly that Tamlane
13
considered it important, and cut away the
bunch with your dagger. Once it is safely in
your backpack, you continue along the path,
senses alert, until it ends at a North-South
Junction. You consider: South, the path soon
deteriorates into a steaming swamp, the way
North seems better. You head North.
Turn to 22.
27
Dexterity Strength
GUARD: 7 6
If you win, turn to 196
28
You follow the corridor East for a while,
until it turns to the North. You can see that
it ends at a door some way ahead, and press
on until you reach it.
From beyond, as you press your ear against
the door, you can hear low mutterings. You
draw your sword and rush in, surprising two
squat, ugly guards. They stumble to their
feet as you fall on them, one wielding a
double-bladed axe and the other a spear, but
you have the advantage of surprise as you
close with them, fighting both together.
Dexterity Strength
FIRST GUARD: 5 8
SECOND GUARD: 6 8
If you win, turn to 51.
29
Reaching the door, you stop: there is a faint
moaning sound from beyond. The metal door is
solid, and shut fast – but a bunch of keys
hangs from the lock! Swiftly you turn the key
and fling open the door. As you do so, there
is a scream, which dies away as you enter.
This is a prison cell, tiny dark and dirty,
and hanging in shackles from the wall
opposite is a young woman, her clothes torn
and ragged. She has obviously been badly
beaten, but her eyes are still alert. I
thought the guards had returned again,” she
says. Please, whoever you are, free me – I am
only a servant-girl, but I was kidnapped and
brought here, for what purpose I do not know.
Her pleas move you, but you are
nevertheless cautious. Could this be a trap?
Will you:
Help the girl? Turn to 83
Leave her, and continue North?
Turn to 158
30
A corridor heads East, and you follow it for
some way. After a while it turns to your
left, and you head North until you see that a
new way joins the corridor from the right.
Will you now:
Continue North? Turn to 35
Take the way East? Turn to 65
14
31
A tall man garbed entirely in black faces you
as the smoke clears, his eyes burning in his
unnaturally white face. His contemptuous
expression changes when he sees that Eildon
is free, but then he turns to you, his face
full of derision. Raising his arms, he calls
out a short incantation and a stream of fire-
bolts hurtles towards you. If you have eaten
elf-fruit, you are protected, and the bolts
explode before you to no effect. If you have
not eaten elf-fruit, roll one dice. The score
is the number of fire-bolts that hit you each
bolt causes four Strength points of damage.
If you are still alive, turn to 144.
32
You had hoped that somehow the brooch would
give you a clue as to what to do, next, but
nothing happens. Will you accept Diana‟s
offer to take you to Eildon? Turn to 72 if
so. If not, turn to 143.
33
You have no way of reaching the mysterious
door set so high into the wall and have to
continue on your way North.
Turn to 112.
34
You hurry North until, about halfway to the
end of the corridor, you see that there is a
short passage off to your left. It ends at a
metal door. Will you:
Investigate? Turn to 29
Continue North? Turn to 158
35
A short way along, another corridor joins
from the left. Will you:
Take the way West? Turn to 54
Continue North? Turn to 156
36
Only a short way South, the path does indeed
open out onto the shore of a lake. Tied up to
a short stake is a rowing-boat, and since it
is the obvious way forward, you untie the
boat, climb in and begin pulling for the
Southern shore. In quite a short time, the
boat beaches, and you pull it up and begin
heading South along a good track. However,
only a dozen or so paces down, your attention
is caught by a sound from your left. You see
that there is a small clearing, and from the
edges of this comes the melodious sound you
can hear, like crystals gently chiming. The
sound is soothing and welcoming, and you move
into the clearing to investigate.
Turn to 138.
37
The way South soon becomes a poor track,
twisting and turning, narrow and difficult.
But eventually it straightens again, and you
emerge onto what you recognise as the broad
main path through the forest. There is also a
path to your left and so, not wishing to head
back, out of the forest, you take the way
East. Turn to 90.
38
Although you have won this battle, you see
more Pterosaurs circling high above. For the
moment, they seem content merely to glide in
the air-currents, but you have no desire to
wait around until another decides to try you
for lunch; and so you swiftly head North, and
round the corner. You go only a very short
distance East before you come to a junction,
and stop to consider your surroundings: you
recognise broad main path running North-
South, and, having no wish to return to the
point where you entered the forest, you head
North along the main path.
Turn to 92.
39
The case, you see, as you examine it, is a
simple affair, lade of slatted wood riveted
together with brass strips, and there is a
hasp at the front where you might expect a
lock to be. It opens easily when you try it,
but you are slightly disappointed by the
contents; you have apparently found a tool-
box. There is an axe, a saw, several
different sizes of hammer, a length of rope,
and half-a-dozen different knives.
Some of this may be useful to you in
future, but you will not be able to carry all
of it. You may take any two items from the
case; when you have decided what to take, you
are ready to leave, as there is nothing else
to investigate.
Turn to 124.
40
Even as the great flying reptile slumps dying
at your feet, others swoop from the sky,
their wings buffeting you and beaks and
talons tearing at you. You stand your ground
at first, defending yourself with sword and
shield, but you are steadily driven back-
wards.
A few minutes of this unequal struggle
convinces you to retreat, and you back away
to the bend in the path. The Pterosaurs climb
back into the sky, circling again over what
is evidently their territory as you head back
East along the path until you return to the
main path and this time head North.
Turn to 9.
16
41
Staying deep in the shadows thrown by the
stuttering torches set into the walls, you
enter unseen. Will you now make for:
The East door? Turn to 78
The West door? Turn to 145
42
You head East confidently at first, but after
only a short distance, you stop; there is
movement ahead of you, and you hear the sharp
sound of a twig snapping. At once you draw
your sword and stand your ground; a moment
later a startling figure leaps from the
undergrowth to confront you. The head is
encased in a huge dragon-mask, and the body
is daubed in blue from top to toe. As you
watch, slightly taken aback, more such
figures emerge, some carrying spears, others
bows and arrows and all pointed at you. The
man who first leapt out approaches you, with
a curious sideways gait, hand outstretched.
He makes no sound, and you back away. You
have no gift for him, and to engage such
overwhelming odds would be madness. The
Dragon-men watch as you retreat to the
crossroads, but make no attempt to harm or
follow you. Once back at the crossroads, you
head North this time.
Turn to 173.
17
43
The trail remains clear as you walk North,
the trees shading you from the morning sun;
you reflect that it would be a pleasant
enough stroll, were it not for the
indefinable sensation of evil that surrounds
you, and the slightly bitter taste in the
air. Soon the path bends around to the West,
and you follow it, alert for any sign of
life, any hint of danger.
Your alertness pas off, as, after a
while, you see buses moving in an unnatural
way on both sides of you ahead. You stop,
waiting for whoever or whatever is lying in
ambush to make the first move, and after a
few moments, a grotesque figure leaps out
into the path in front of you. Painted from
top to toe with blue clay, the figure‟s face
is completely obscured by a huge dragon-mask.
As you ready yourself for a fight, more of
the warriors emerge from the bushes, some
carrying spears, some bows-and-arrows. It is
clear that you are heavily outnumbered, and
you raise your shield and take a couple of
wary paces backwards.
However, the Dragon-men do not attack
immediately; their leader approaches, with a
curious, dancing gait, hand outstretched,
while the others train arrows on you. If you
have a gold coin bearing the image of a
dragon, turn to 183. If not, turn to 9.
44
The case is quite a simple construction, made
of wooden slats riveted together with brass
strips. Warily, you lift the lid with the
point of your sword, but there are no nasty
surprises, and you bend forward for a better
look. Inside are a collection of tools: a
saw, an axe, several different hammers, a
good length of rope and half-a-dozen
different kinds of knife. You realise that
some of these implements might be useful to
you, but you will not able to carry all of
them. You may take any two objects from the
case before turning your attention elsewhere.
Will you now:
Try the chest-of-drawers? Turn to 60
Leave? Turn to 124
45
The box is barely the size of your fist, and
opens easily when you lift the lid. Inside, a
single gold coin rests on some rags; you take
it out – it is no ordinary gold piece, being
nearly three times the normal size, and with
an unfamiliar raised design on both sides; an
image of a dragon breathing fire. Whether or
not this artifact will be of use to you, it
must be of considerable value in its own
right, and you swiftly pocket it. Will you
now:
Open the case? Turn to 44
Try the chest-of-drawers? Turn to 171
Leave? Turn to 124
46
The track is barely wide enough to pass, and
you have to push aside snagging branches as
you walk. However, you shortly emerge into a
small clearing, in the middle of which is, as
you thought, a pool of clear water, gently
bubbling. A sudden crashing noise warns you
of danger, and seconds later a huge figure,
fully twice your size and brandishing a great
club, smashes out of the undergrowth. There
is no question of what to do next, as the
Ogre roars with anger and raises his club.
You draw your sword and prepare for battle:
Dexterity Strength
OGRE 7 14
If you win, turn to 151
47
Some way further East, the path ends at a
North-South track. Neither direction looks
particularly, inviting: the way to the South
is darkened by overhanging branches, while
North, the ground looks soft and treacherous.
However, you must make a choice; will you go:
North? Turn to 187
South? Turn to 122
48
The Way North soon turns to the East, and you
have to crouch again as the tunnel narrows
and the ground rises. Soon you can make out
daylight ahead, and emerge through a natural
covering of leaves and twigs, lightly spread
over this entrance. A narrow track runs
North-South, and you must decide which way to
go now. Will you go:
North? Turn to 137
South? Turn to 37
18
49
You creep silently in; but before you have
gone ten paces, you stumble over a raised
flagstone and crash to the round. At once
both guards leap to their feet; squat and
ugly like the ones you fought at the cave
entrance, each now wields a long, thick pole,
sharpened to a fine point and studded with
blades. You clamber up in time to draw you
sword and prepare to fight, but you must
fight both at once, as they close in.
Dexterity Strength
FIRST GUARD: 6 8
SECOND GUARD: 7 6
If you defeat both, turn to 196.
50
The guards look at each other again,
shuffling their feet awkwardly. Then one
picks up a long sharpened stake, studded with
blades, and approaches; you are sure he has
seen through your bluff – but he merely says,
“Pass, then, messenger.” Will you now go out
the door:
East? Turn to 97
West? Turn to 67
51
You search the bodies of the guards, but find
nothing of value, and there is little of
interest in the room. There is a door in the
North wall, and so you cautiously open it;
the corridor continues for some way North,
and you pass down it until it turns to the
West. This passage ends at a half-open door
not too far distant, and when you reach it,
you see that a corridor also runs South.
However first you investigate the door ahead
of you, and look into the room beyond to see
a slightly odd sight.
Turn to 108.
52
At once your energy and co-ordination return
– restore your Dexterity and Strength scores
to their Initial levels, as the powerful
antidote takes effect. Will you now:
Try the red potion? Turn to 157
Try the yellow? Turn to 16
Leave? Turn to 100
53
You head West, and then North. Ahead of you
the corridor stretches into the distance,
straight as an arrow. You hurry along it,
until you see an opening on your left. A very
short passage ends at a metal door. Will you:
Investigate? Turn to 29
Continue North? Turn to 158
54
This passage ends at a North-South junction,
so will you go:
North? Turn to 15
South? Turn to 66
55
You slowly regain consciousness. Someone is
holding a bottle to your lips, allowing a few
drops of bitter-tasting liquid to flow into
your mouth. Almost at once you feel revived,
and, as your eyes focus, you see that it is
Tamlane who is cradling your head, giving you
the revitalising fluid. You sit up. Around
you are rock walls, giving off a sulphurous-
yellow glow, and in answer to your unspoken
question, Tamlane says, “We are inside the
cave. Liknud is here somewhere – I can sense
his presence.” Tamlane stands back giving you
a long look: “You are well again, he pro-
nounces. Fortunately, I arrived just in time;
those were Liknud‟s minions who attacked you
– another minute and you would have been
dead. However, all is well now, and we must
press on – come!”
Before you have even got to your feet
the Elf has darted away to the North, and
when you rise, calling his name there is no
sign of him. You take stock. You feel
perfectly fit again (restore your Strength to
its initial score), and ready for action. You
are in a roughly circular chamber, and to the
South is daylight; that, you are sure, is the
cave entrance you spotted. A tunnel runs away
North, and you follow it out of the cave; it
slopes downwards quite sharply, and ends at a
19
pair of metal-studded wooden doors. You
listen cautiously, but they are too thick for
you to make out any sounds beyond. However,
since this is the way that Tamlane went, you
assume he must be beyond somewhere, and
gently push at one of the doors. Somewhat to
your surprise, it swings easily and
noiselessly open and you look in. A fair-
sized room Pies beyond, rock-walled and bare
– except for the shackles set into the walls
every six feet.
Two exhausted-looking men hang by their
wrists directly opposite you, and two men you
assume to be guards sit at a low table,
lethargically playing some kind of game with
dice. As you are taking all this in, you see
that there are doors in both the East and
West walls. The guards are half-asleep and
the room is deeply shadowed you may well be
able to reach either door unnoticed. What
will you do now?
Attempted to get past unobserved?
Turn to 195
Draw your sword and attack at once?
Turn to 170
Step in and announce that you have
a message for Liknud? Turn to 115
Use a potion of Invisibility
(if you have it)? Turn to 5
56
You make good progress North, conscious that
you have penetrated deep into the forest of
Ardristan, but you yet have much to achieve.
You stop as the undergrowth ahead and to your
right parts, and a scaly, lizard-like head
emerges. Sword draw, you advance with caution
as the animal emerges fully from the bushes.
The head is crowned with three barbed horns,
and the body and legs are squat and powerful.
The beast roars once, then lowers its head
and lumbers towards you, and you at once
prepare for battle.
Dexterity Strength
TRIDENE: 8 12
If you win, turn to 174.
20
57
The trail is narrow and soon turns to the
North. You have to duck under branches, and
small twigs snag at you as you go, but fair
soon you see that a track runs off to the
West. It does not look much better, but then
neither does the way North. Will you go:
West? Turn to 103
North? Turn to 182
58
Discoloured by the blood from the mighty
battle, the water is red about you as you
push your way with relief to the North shore.
Reaching the bank, you stop for a few minutes
to empty the water from your boots and wring
out your leggings before continuing North,
and shortly you reach a junction. Will you
go:
North? Turn to 126
East? Turn to 172
59
The box is quite small, not much larger than
your fist, and you open it with some
curiosity. Inside, nestling among some rags,
is a gold coin. But this is not like any gold
coin you have seen before: nearly three times
larger than a standard gold piece, it has a
raised design on each side; an image of a
dragon breathing fire. It is obviously of
considerable value, and you gratefully pocket
it. Will you now:
Open the case? Turn to 39
Leave? Turn to 124
60
The top drawer of the chest is half-open, and
old and rather shabby clothes spill out. You
cautiously move them about with your sword,
but find nothing to interest you. Moving to
the second and third drawers you discover
that they are similarly filled with old
clothes, and are about to turn away, when a
shaft of sunlight glints on something in the
bottom drawer. You pick up the object; it is
a small bottle, very similar to the one given
you by Tamlane, containing the potion of
Healing. However, as you move back into the
sunlight, you see that this bottle has
engraved in the crystal surface the words,
“Invisibility potion – one dose”. Pleased
with this unexpected find, you pocket the
potion and prepare to leave.
Turn to 124.
61
The ring glows with steadily increasing
brightness, until you are standing in a dull-
red aura. Slowly, you feel your senses return
aware that Zarko almost succeeded in
hypnotizing you. You reach for your sword,
and as you do so, Zarko‟s face falls,
registering alarm and fear. With a started
cry, he turns and runs out of the room
through a door in the North wall. At once you
dash after him.
Turn to 17.
62
“At last!” cries the girl, “freed from
Liknud‟s magical bonds. I sensed at once that
you were an all – I am Eildon, sorceress to
the Eves. I thought to defeat Liknud, but his
magic is stronger than mine.” At this moment
you both turn, as there is the sound of light
feet running up the corridor. A second later,
you both call out in welcome and relief as
Tamlane runs into the room. Like you, he
bears the marks of battle, but is in no mood
to discuss his exploits so far. “The dagger,”
he gasps at once, “I have not been able to
discover the dagger of Telledus!” Do you have
the dagger? If so, turn to 107. If not, turn
to 131.
63
You have no choice but to try to continue in
your weakened state. You search in vain for
the secret panel in the East wall through
which the tall man disappeared, and so you
climb back down the rope to continue on your
original journey North.
Turn to 112.
64
Taking the rope from your backpack, you make
a noose in the end and cast it up at a spar
projecting from the remnant of the shattered
staircase. At the third of fourth attempt, it
catches, and you pull it taut. You tug at it
a few times to test it, and then haul
yourself up hand-over-hand, until you balance
on the remaining steps before the door. But
you at once discover that the door is firmly
locked, and in your precarious position you
are completely unable to force it. However,
you notice a keyhole, fashioned like a skull.
Do you have a bone key with a carving of a
skull at its end? If so, turn to 84. If not,
turn to 95.
21
65
You head down the passage until you have to
stop there is a dead-end immediately ahead.
Puzzled, you search the blank wooden wall
ahead of you, and suddenly there is a click,
and the section of wall and corridor revolves
through one hundred and eight degrees, taking
you with it! You are standing in a long
corridor that runs North-South, so will you
now go:
North? Turn to 34
South? Turn to 82
66
The passage looks familiar, and it is not
long before you pass under an archway and are
back in the room with the body of the
Shredder. Slightly irritated, you turn and go
back swiftly to the last junction. Once
there, will you:
Continue North? Turn to 15
Go East? Turn to 176
67
A corridor heads due West, and you hurry
along it until it turns sharply North, ending
at a plain wooden door. You can hear odd
scraping noises beyond, and, sword at the
ready, you fling open the door and rush in.
Although prepared for a fight, you are quite
unprepared for the foe that now faces you: A
broad, tubular body and a small, blunt head,
stubby legs – and four powerful arms, each
ending in a mesh of curved spikes. Evidently
Liknud has been experimenting! You fight, but
because this monster has four arms, it
attacks twice each round of fighting – that
is, you throw twice for the monster, and once
for yourself, each round.
Dexterity Strength
SHREDDER: 7 12
If you win, turn to 11.
68
The tunnel North soon turns to the West,
becoming low and narrow. You have to make
your way on all-fours, and the earth becomes
dry and crumbly, creating fears of a fall in
your mind. Then your hand presses onto
something sharp and painful; and as you push
on, more spikes press into your hands and
knees – lose four Strength points, as you
push past the thorns and follow the tunnel
around to the left. Soon you reach a
junction; will you now:
Continue South? Turn to 153
Take the way East? Turn to 184
69
At last you succeed in severing the rope, and
drop heavily to the ground. Lose one Strength
point. Now you can free your ankles, and,
cursing whoever set the trap, continue on
your way North.
Turn to 8.
70
Going over to the chest-of-drawers you see
that the top drawer is partially open. Old
and rather dirty clothes spill out, and you
spend little time looking further. The second
drawer and the third similarly contain
various items of rather shabby clothing, and
you are about to turn away when a shaft of
light glints on something in the bottom
drawer. Pushing the clothes aside, you take
out a small bottle. The bottle is almost
identical to the one given you by Tamlane,
containing the potion of Healing, but as you
move into better light, you see that this has
engraved into the crystal the words
“Invisibility potion – one dose”. Pleased
with this unexpected find, you at once pocket
the potion, and look around again: Will you:
Open the case? Turn to 93
Open the box? Turn to 59
Leave? Turn to 124
22
71
Bloody and panting with exertion you move
forward and smash the pulsing diamond with a
blow from your sword. The humming sound dies
away, and the fine threads of light
encircling the gown fade to nothingness. She
leaps down at once from the pedestal, her
eyes blazing.
Turn to 62.
72
You take Diana‟s hand, and she leads you to
the side of the room, and opens a door set
into the wooden panelling. She beckons you
through, and you walk into a dimly-lit
alcove. But it seems to be quite empty. You
turn back, and in that instant a strong steel
band whips out from the side and snaps about
your waist, pinioning you to the wall. More
straps snap about your ankles and neck, and
you call out in surprise and fury. Diana
enters, and for a moment simply looks at you,
satisfaction on her face. Then your struggles
cease, you are transfixed with horror at the
transformation she is undergoing. Her head
pulses and bulges, and you give an
involuntary cry as it splits open – and from
within emerges a ghastly visage. A bulbous
head, studded with a myriad eyes, and a pair
of powerful jaws rises from the shoulders,
dripping blood and slime. This awful vision
is the last you will see as Diana the spider-
woman closes in to consume her prey. Your
quest is over.
73
You had hoped that the brooch might give some
indication of what is the best course of
action to take now. But nothing happens, and
so will you now accept Diana‟s offer to take
you to Eildon? If so, turn to 72. If not,
turn to 143.
74
The passage ends not much further on at a
plain door which opens easily, and you look
into the room beyond at an unexpected sight.
Turn to 106.
23
75
“Lucky!” sneers the Gremlin. However,
somewhat to your surprise, he reaches into a
hidden pocket, and produces five gold pieces.
“Well,” he says grudgingly, “you did win.
Another game?” You take the gold pieces, but
point out that you are engaged on a mission
of some urgency. The Gremlin makes a face.
“All right, then, I‟d better let you go, I
suppose,” he says. He points to an archway in
the North wall. “Off you go then,” he says.
Although you are slightly suspicious, your
instinct tells you that North is the
likeliest way to go now, and you follow the
Gremlin‟s pointing finger out through the
archway.
Turn to 19.
76
You continue South until the corridor turns
to your right. After a short time, you pass
under an archway and stop; the body of the
Shredder still lies crumpled on the floor,
and you realise that you have come full
circle. You turn and go back East and then
North until you reach the last junction
again. Now will you go:
East? Turn to 65
On North? Turn to 35
77
Your vision clouds as the liquid trickles
down your throat. Your limbs become heavy and
useless, and you collapse to the floor the
room is spinning, becoming dark. Your last
thought is the realisation that you have
drunk a deadly poison. Your adventure is over.
78
You edge stealthily round the wall, taking
advantage of the shadows, and the fact that
the guards are more interested in their game
of dice than anything else. Reaching the East
door, you slip silently out.
Turn to 97.
79
The tall man watches you complacently as you
struggle. Will you now attack him? Turn to
168 if so. Or swallow your pride, and go back
down the rope and on Northwards? Turn to 13
if so.
80
Both Tamlane and Eildon look worried. “It
will not be so easy for you,” says Tamlane.
“Did you find elf-fruit?” If you did, turn to
14. If not, turn to 167.
81
“I won!” shrieks the Gremlin, bouncing on the
stool, “you owe me five gold pieces!” There
was no mention of this at the start, and you
are annoyed. However, if you have five gold
pieces, and are willing to hand them over,
turn to 141. If you refuse the Gremlin‟s
demand, turn to 180.
82
The passage turns to the East after a while,
and then ends at an archway. You pass through
into a room lined with wooden shelves. But
what catches your attention is a nasty trap
that has been set up; six loaded crossbows
point to the door in the South wall, and a
thread runs through them all to the door. You
guess that anyone opening the South door
would get a nasty welcome. However, you turn
away from the trap to investigate the rest of
the room.
Turn to 177.
83
It does not take long to find the correct key
to undo her shackles and lift her down. She
slumps on the floor, shaking, thanking you,
and then looks up, as though seeing you
properly for the first time, and asks who you
are. You tell her that you are an adventurer,
seeking Liknud. Her eyes widen in fear at the
mention of his name, but you reassure her,
and ask if she knows the location of the
inner sanctum. She shakes her head miserably.
“I wish I could help you,” she says. I was
brought in from the South, and did not see
him, so I suppose he must be somewhere North
of here.” She gets to her feet, grimacing
with pain and you go together out of the cell
and back into the corridor. You wish her good
fortune as she limps away South, and turn to
head North.
Turn to 158.
24
84
Balancing on the step, and keeping the rope
firmly wrapped around one hand, you fumble
for the At last you are able to retrieve it
and try it in the lock. It turns easily and
you push open the door and step into the room
beyond. You have time to briefly register an
exceptionally tall, well-built man with a
fearsome animal on a leash, the size of a
wolf but with the head of an alligator. Even
as you are taking this in, the tall man calls
out, “Kill, Brig!” and lets go of the leash.
As the creature leaps at you, you draw your
sword and fight.
Dexterity Strength
BRIG: 7 10
If you win, turn to 178.
85
As he falls, the man staggers into the East
wall of the room, and in the blink of an eye,
disappears, as a panel revolves. But some-
thing more important takes your attention.
Lying on a table at the side is a velvet
cushion, and resting on the cushion is a long
dagger, jewels gently glowing. You approach
it; it is carved with runes, and you realise
that you have found the all-important dagger
of Telledus. But as you pick it up, you are
overcome by waves of nausea, and your limbs
feel like jelly the dagger has a powerful
curse on it – lose three Dexterity points and
five Strength points. But you have one chance;
have you got a red, yellow or blue potion? If
so, turn to 198. If not, turn to 63.
86
Gold? Turn to 73
Silver? Turn to 96
Bronze? Turn to 32
Tin? Turn to 87
87
You had hoped that the brooch would in some
way help you, as you decide what to do, but
you are disappointed. It seems you must make
your own decision. Will you go with Diana?
Turn to 72 if so. If not, turn to 143.
88
The key fits in the keyhole, and you turn it.
The door opens, and you feel inside, at once
grasping a ring. You withdraw it, and see a
ring set with a fine ruby; curiously, you
place it on your finger, but there is no
effect. However, you trust that this will
protect you against those who would steal
your soul – whoever they may be – and leave
the hut, rejoining the main path North.
Turn to 43.
89
You kneel, and bend your head to take a long,
refreshing draught of the clear water.
Instantly, your throat feels afire! Like
everything else in the once-idyllic forest of
Ardristan the pool has been cursed by the
arrival of Liknud. Lose three Strength points
as you return to the main path to continue
North.
Turn to 106.
25
90
You have not travelled far when you see a new
trail to your left. Will you now go:
North? Turn to 56
On East? Turn to 47
91
You descend the steps, each footfall
releasing a small shower of earth, until you
stand in a narrow tunnel, high enough, just,
for you to walk along without stooping. But
soon you reach a junction. There is a tubular
tunnel cut into the earth, running North-
South. Will you go:
North? Turn to 150
South? Turn to 123
92
As you continue, you notice that the path
narrows ahead of you. The foliage, also, has
become dull; although it is spring, most of
the shrubs and bushes at the side of the
track are yellowing, the leaves curling; an
occasional brown, dry leaf floats down in the
bitter, motionless air. You stop; the main
path ends at a junction. To your right, the
track continues, still fairly broad, while
ahead of you the path peters out into little
more than a narrow passageway that almost at
once bends away to your left. Will you:
Take the trail North? Turn to 94
Try the path East? Turn to 90
93
The case is a simple affair of wooden slats
riveted together, with a hasp where a lock
might be. You open it a little warily, but it
contains neither a booby-trap nor anything of
any great value: It is a tool-box. Rummaging
about, you discover an axe, a saw, several
different hammers, a good length of rope, and
half-a-dozen different knives. Some of the
contents might be useful to you in your
quest, but you will be unable to carry all of
them. You may choose any two items to take
with you before you decide what to do next.
When you have chosen, will you:
Open the box? Turn to 147
Leave? Turn to 124
94
The track is indeed narrow and twisting, and
you stumble more than once as you push and
cut your way through. However, you continue
in a generally Northerly direction, and quite
soon the trail straightens, though it remains
narrow. You press on at a better pace North,
but stop after a short distance; ahead of you
is a great crashing and rending of branches –
some huge animal is approaching, and you at
once draw your sword and adopt your fighting
position. Turn to 186.
95
Frustrated, you have little choice but to
climb back down again, to continue your
journey North.
Turn to 112.
96
You feel a sudden sharp pain from the brooch,
and feel distinctly uneasy. You are certain
that you are in great danger, and you step
back, drawing your sword. Even as you do so,
Diana gives a guttural roar and approaches.
Her eyes roll up, until only the whites are
visible; her body shakes and quivers – and
then with a ghastly cracking sound, her face
splits down the middle, and from the slim,
pale shoulders emerges a huge bulbous black
head, set with two great clusters of eyes,
and powerful, snapping jaws, dripping slime.
You feel as though you are driven by a force
greater than yourself as the nightmare
spider-women approaches, and calmly stand
your ground. Then with a single stoke, you
sever the head. The body slumps to the
ground, and you close your eyes, shaking.
Then you move swiftly across the room anxious
to get away from the horror. There is a door
in the North wall which opens at once, and
you hurry through.
Turn to 130.
97
Once through the door, you see that you are
in a corridor heading East, and you hurry
down it, until it turns to the North At the
end of this passage is a closed door, and
when you reach the door, you stop and listen.
All is quiet, and you reach out to inch open
the door; but the second your hand touches
it, it springs open, triggering six crossbows
set up within. You barely have time to raise
your shield as the bolts fly towards you, and
you feel the first pierce pour leather
armour. Throw one dice; the score is the
number of bolts that strike you, and each
costs two Strength points. If you are still
alive, turn to l77.
98
A short distance down this passage, you see
that there is a corridor off to your left.
Will you:
Try the way East? Turn to 65
Carry on South? Turn to 76
26
99
There are two ways out of this room, apart
from the booby-trapped southern entrance, so
will you leave by:
The archway in the West wall?
Turn to 53
The door in the North wall? Turn to 20
100
You try in vain to discover the secret exit
in the East wall through which the tall man
disappeared, and eventually give up. Climbing
back down the rope, you continue on your
journey North.
Turn to 112.
101
Some way further North, the path ends at a
track running East-West. Will you go:
East? Turn to 175
West? Turn to 166
102
Although you are taken completely by
surprise, there is no threat, and you smile
involuntarily, as the young woman‟s eyes meet
yours. Wide almond eyes; long hair, a lime-
green tunic; you have met a female member of
Tamlane‟s clan. The hypnotic eyes fix yours
again, as she speaks: “I am Shadria,” she
tells you, „and you have come far. But there
is much still to do, and little time if we
are to defeat Liknud. I await another. Go
now, and may good fortune attend you.‟ She
melts back into the wood, and, feeling a pang
of regret, you turn and head East.
Turn to 26.
103
You push your way along the narrow path West,
occasionally using your sword to make your
passage easier, until the track ends at a
better path running North-South. North, the
trail runs straight as an arrow into the
distance, while South, the sun glints off the
surface of what seems to be a small lake.
Will you go:
South? Turn to 36
North? Turn to 126
104
The key fits snugly into the keyhole, but
when you turn it, there is a nasty snapping
sound, and you are left with the shaft of the
key in your hand. You have chosen the wrong
door, and there is nothing to do now but go
back out of the hut again or rejoin the main
path.
Turn to 43.
105
You sheath your sword, puzzled. Although it
was an easy battle, the action of the animal
was uncharacteristic. Such unprovoked attacks
are almost unknown, and as you turn to
continue on your way, you reflect on this,
wondering what other creatures are lying in
wait ahead of you.
The trail bends round to the North
quite soon, and you follow it only a short
distance before stopping again; there are two
wooden huts set back from the path, on the
East side, and from the firs a wisp of smoke
curls from the chimney. Uncertainly, you call
out, but to no effect. Hand on sword, you
move forward a little to examine them more
closely. There is no sign of life so far as
you can see. Will you enter the first hut?
Turn to 119 if so. If you prefer to pass the
hut by and enter the second instead, turn to
125. To ignore both, and press on Northwards,
turn to 43.
27
106
Back on the main path into the forest, you
continue North until, fairly soon, you come
upon a small clearing. Paths lead off North
West and East, and you must decide which way
to go next. Will you go:
North? Turn to 173
East? Turn to 25
West? Turn to 57
107
Triumphantly, you produce the dagger, and
both their faces light up in relief. “We may
yet succeed,” says Tamlane. “Did you find
Hellbane and elf-fruit?” If you discovered
the root of a Hellbane pant in your quest,
turn to 133. If you did not, turn to 80.
108
The room is a hopeless clutter of books
boxes, papers, piles of brightly-coloured
silks – and in the centre of all this, waving
a wand and chattering away to himself, is a
rather old man in a long flowing black cloak
decorated with silver signs of the zodiac.
Suddenly he looks up and sees you “Ah come
in, come in, my friend!” he calls. “An
audience! Allow me to introduce myself –
Zarko the great illusionist and conjuror!” He
tosses the wand into the air, and as he
catches it, it bursts into a bunch of
flowers. “What do you think of that, eh?” he
asks. “I have an immense repertoire of
illusions – allow me to demonstrate!” Smiling
at this slightly comic figure, you await his
next trick. He fixes you with a stare, and
you suddenly feel uneasy. It is as though you
are looking down a long, dark tunnel; you
begin to feel light-headed, as though you are
floating away. Are you wearing a ruby ring?
If so, turn to 61. If not, turn to 132.
109
The potion trickles down your throat, and you
at once realise – too late – your mistake.
The room spins, you collapse to the floor as
darkness closes in. You have drunk a lethal
poison. Your adventure is over.
110
Only a few drops of liquid have passed down
your throat when your vision clouds and your
limbs feel like lead. Your last thought is
that you have foolishly drunk a potent
poison; darkness descends. Your adventure is
over.
111
There will never be a better time to make use
of the potion. You drink the liquid and the
guards come to an abrupt halt searching all
around in bewilderment. You slip invisibly
past them, and with one mighty blow, smash
the diamond. The humming noise instantly
stops, and the fine threads of light en-
circling the girl fade and disappear. She
leaps from the platform, as the guards turn
in alarm and calls out an incantation in the
elfin tongue. The effect of her magic is
immediate; the guards set about each other
with their long, curved swords, with murder-
ous effect. In moments, all three lie on the
floor, dead or dying. Shortly you feel the
potion of Invisibility wearing off and you
approach the girl. Her almond eyes are
blazing.
Turn to 62.
28
112
The corridor ends some way further down at a
door, carved ornately and with great skill,
and delicately painted. You pass through, and
find yourself, much your surprise, in a
sumptuously appointed bedroom. Candles set in
silver holders light the room softly; the air
is rose-scented and fresh. Beautifully
embroidered drapes fall each side of the huge
carved bed sitting on the bed, wearing a long
white silk dress, is a beautiful young women.
She smiles as you enter, raising her arms in
a gesture of welcome: I am Diana,” she says.
“And who are you?” You introduce yourself,
saying in as neutral a voice as you can, that
you seek Liknud. Her expression becomes
fearful, and then sad “Liknud!” she says
bitterly, “it is his power that keeps me
prisoner in this room, as he keeps others
prisoner. Even the sorceress Eildon he holds
here.” You at once become alert at this piece
of information, and ask Diana if she knows
where Eildon is held. “She is here!” cries
Diana at one, rising to her feet and offering
her hand. “Come, I will take you to her.” Are
you wearing a metal brooch? If so, turn to
86. If not, turn to 199.
113
Working as quickly as you can, you grab the
potion from your backpack and down the
contents in a gulp. The guards stare in
astonishment as you disappear, rubbing their
eyes in disbelief. You slip back to the
corridor and head North again: as the potion
begins to wear off.
Turn to 74.
114
“Sit down,” says the Gremlin, “I could do
with some company. You know,” he continues,
“we Gremlins have a very bad reputation, but
we aren‟t that bad really, we‟re just
inquisitive – playful, if you like.” As you
are quite lost what to say, the chatty
Gremlin continues, “Come on, relax for a
minute. Let‟s play a game!” If you agree to
this, turn to 135. If you don‟t trust the
Gremlin, and refuse, turn to 180.
115
Boldly you throw open the door and march in,
announcing in ringing tones that you have a
message for Liknud. The guards stagger
blinking to their feet, obviously unsure what
to do now, as you step into the room.
“What is this message?” asks one,
casting a frightened look at his comrade; you
reply at once that it is for Liknud‟s ears
only. At first it appears that your bluff has
worked. The guards are obviously at a loss,
but equally, they are reluctant to let you
pass. Throw one dice: if you score 1 to 5
turn to 50; if you get a six, turn to 136.
116
The tunnel South soon turns sharply to the
West, becoming lower and narrower, though you
can still walk easily. The tunnel descends,
and soon you are splashing through mud, and
then pushing tough water – it almost reaches
your waist; this poses no great problem, but
soon you have a new horror to contend with –
sharp pains sting your thighs as tiny leech-
like creatures attach themselves to you,
sucking your blood. You hurry West, and soon
the ground rises again, and the horrible
slugs drop away; but they have sapped your
energy – lose two Strength points. The tunnel
turns North, and you follow it until you see,
on your left, the way you entered this
underground system. You press on North.
Turn to 150.
117
You recall the words of the forest Nymphs:
the orb will “guide and protect you through
the darkness which no mortal light can
penetrate”. You douse your useless torch and
take out the orb from your backpack. As you
do so, there is a vicious hissing sound, and
something thin and strong whips around your
waist, gripping you tight. But at the same
moment, the orb begins to glow, softly at
29
first, and then more strongly, a powerful,
pulsing white glow. The tendril about your
waist shudders and then-detaches itself;
ahead, hundreds of thin, waving tendrils
snake out from the sides, roof and floor of
the artificial tunnel. But before the light
of the orb, they shrink away, as though
before a fierce flame. You move forward,
warily at first, but then with increasing
confidence, holding the orb before you,
protected in its pulsing brightness.
After what seems like an age, but must
be, you realise, a short time, you emerge
from the horrific tunnel into sunlight once
more. The orb fades, and you release your
pent-up breath, and relax your taut muses.
Turn to 149.
118
The path is good, but the unaccustomed
silence of the forest and the feeling of evil
as you move oppress you. You walk cautiously,
jumping at shadows, ready for any sudden
attack or threat, but no creature opposes you
as you follow the trail West, and after some
time, round to the North. Perhaps because you
are watching the trees and bushes so
carefully, you do not see the hidden snare
that abruptly whips round your ankle; the
trap is sprung, and the world spins as a
springy branch lashes upwards, the rope
around your ankles attached to it.
A moment later, you collect your
senses; you are strung upside-down like a
turkey, the path slowly spinning some five or
six feet beneath your head. But at least your
hands are free, and, with some effort, you
draw your sword, and swing at the rope from
which you hang. It is not easy, and your
first attempts merely cut thin air. Throw two
dice. If the score is less than your
Dexterity, turn to 69. If it is the same as,
or greater than, your Dexterity, turn to 121.
119
Sword drawn, you approach the hut. The door
is slightly open, and you push it fully open
with your sword; it swings inwards, the
hinges creaking, and you stand on the
threshold, examining the interior. The early-
morning sun streaming in the doorway affords
quite enough light for you to make out the
sparse furnishings of a woodcutter‟s hut; a
table, a couple of chairs, a rough bed. You
walk in – the remains of a meal are still on
the table, though now mouldy, and clothes and
a few tools rest in a corner. A of stove
squats in the centre of the room, in which
embers smoulder the rough blankets are still
on the bed, and an oil-lamp hangs from a
rafter. Whoever abandoned this hut, you
decide, left in a hurry. A shiver passes down
your spine as you continue your examination,
and some sixth sense abruptly makes you look
upwards – and at that instant a full-grown
Python drops onto your shoulders.
You have had just enough warning; your
sword arm is free, and the huge snake fails
to ensnare you. But even as you swing wildly
at the darting head, the coils circle you,
beginning their crushing movements. Gritting
your teeth, you fight.
Dexterity Strength
PYTHON: 8 12
If you win, turn to 191.
120
The Nymphs chatter excitedly among themselves
for a minute, their voices like the breeze
through the leaves, and then they move
forward again. One holds out a small crystal
sphere, saying, “Take it, it will guide and
protect you through the darkness which no
mortal light can penetrate. Trust the Orb of
the Dryads.” You take the beautiful orb, and
hesitate a moment, unsure what to do with it.
Finally, you put it away in our backpack, and
thank the Dryads; but rely have you begun
speaking when they have melted back into the
forest. A last clear voice calls out, faint
as the breeze in the trees “Go North, take
the boat over the lake and continue North.”
Then all is oppressive silence again and you
are alone.
Turn to 193.
121
Not only do you fail to cut the rope from
which you hang, but your sword spins from
your rasp, flashing briefly in the sunlight
before thudding into the earth some feet
away. Fortunately, your dagger is still in
your belt, but, strung up as you are, you
find it difficult to reach – every movement
results in more spinning, and the hilt slips
constantly from your fingers.
As you struggle, cursing, something
soft and sweet strikes you in the middle of
your face. For a second, you are stunned, but
then a small stone strikes the side of your
head, and there is a shrill whooping noise.
You can see now what is happening – several
monkeys are leaping about above and below
you, pelting you with fruit and stones. There
is little you can do but curse and twist,
until at last you manage to free your dagger,
haul yourself up and cut the rope around your
ankles. You drop to the floor awkwardly, as
the monkeys immediately scuttle away,
screeching. Fortunately the bruising you have
suffered is not too bad – lose three Strength
points – and it is your pride that is injured
as much as anything. When you feel ready, you
retrieve your sword and, cursing whoever set
the trap, continue on your original way
North.
Turn to 8.
30
122
The sun is soon blotted out entirely by the
overhanging branches as you walk; a few yards
further, and the darkness becomes intense,
until you have to stop. You can see barely a
pace ahead, and in front of you it is black
as pitch. You shiver nervously; this darkness
is unnatural. You go back, gather together
some kindling, and strike sparks from your
flint and stone; soon you have a flaring
torch, and return to the darkness South. But
the torch has little effect, and your
nervousness increases. Do you have the Orb of
the Dryads? If so, turn to 117. If not, turn
to 10.
123
The tunnel is well-lit by the eerie yellow
phosphorescence that emanates from all about
you, and you can walk easily. The tunnel
bears round to your left, and descends. Soon,
your boots are splashing through mud, and
then the water is suddenly approaching your
waist. Sharp pains sting your thighs: there
are leech-like creatures in the water here,
sucking the blood from you, and you make your
way hastily East; the ground rises again, and
you can walk normally. The tiny creatures
that attached themselves to you drop away,
but you are weakened – lose two Strength
points. Shortly the tunnel turns North, and
you follow it until you reach a crossroads.
Will you now:
Continue North? Turn to 68
Head East? Turn to 21
Take the way West? Turn to 165
124
You step out again: into the bright sunlight
and rejoin the trail North. The second hut is
but a few yards distant on your right, and
you stop to consider it. Will you:
Investigate? Turn to 125
Ignore it, and continue North?
Turn to 43
125
The door of the hut swings open easily when
you push at it, and dust-motes dance in the
sunlight as the small gust of air disturbs
the interior. There is little enough to see;
a few sticks of furniture, a wooden bed,
obviously long-since abandoned. However, you
move in, poking about curiously and are on
the point of leaving when a scrap of
parchment on the floor catches your eye.
Picking it up, you unfold it – a key drops
out; you read the words on the parchment: The
ring of power defends the wearer against
those who would steal souls. It lies behind
one of the three doors.” You begin looking
around again and soon discover that the rear
wall of the hut is made from solid rock,
unlike the wooden construction of the
remainder; and set into the rock-wall, just
above the ground, are three very small doors,
in a line, each possessing a keyhole. You see
that something is written above each door,
and turn to the parchment again; the scroll
continues:
“Above one door, both statements are true;
above another, both are false. The key will
open the door behind which is the ring of
power”.
Bending close, you read the
inscriptions above the little doors. Above
the first, you read:
The ring is not here
It is behind the second door
Above the second, you read,
The ring is not behind the first door
It is behind the third
And above the third
The ring is not here
It is behind the first door.
Will you try:
The first door? Turn to 155
The second door? Turn to 104
The third door? Turn to 88
126
The way North is perfectly straight, and no
obstacle bars your progress as you hurry on.
However, you are far from complacent, and
scan the track to left and right as you go.
You have travelled some way North when an
unusual feature catches your eye on the
right-hand side of the path. A large oak
leans back at an angle, and at its base is a
wide opening; you move forward for a closer
look, and see that steps are cut into the
earth beneath the opening. And instead of the
darkness you would expect, a soft light
emanates from below. Will you go down? Turn
to 91 if so. If you prefer to press on North,
turn to 101.
127
The corridor heads North for some distance,
but about halfway down, you see that there is
a way to your right. Will you?
Continue North? Turn to 15
Take the way East? Turn to 176
128
As soon as you drink, your stomach is gripped
by a fierce pain, and your throat burns. Lose
three Strength points. Will you now:
Drink the yellow potion? Turn to 77
Leave? Turn to 99
129
This way soon ends at a stone wall but on
your right, a flight of steps leads down-
wards. The light is very poor as you descend,
and you progress with caution. At the bottom
31
is an open doorway, and be and that a small
room, lit by, a single torch. Sword in hand,
you go in; the little room appears to quite
empty, but you look about you carefully for
any sign of secret panels or levers. A sudden
clanging, crash roots you to the spot – a
portcullis has dropped across the entrance!
You run from wall to wall in desperation, but
there is no other exit. And then a new,
ominous sound fills the room; a steady
grinding, as of stone on stone, from above
you. You look up in alarm – the ceiling is
slowly, inexorably, descending. You pull
wildly at the strong metal bars of the port-
cullis as the ceiling continues its scent,
but there is no escape. You have come so far
– but now your fate is to be crushed like an
insect. Your quest is over.
130
You run North until the corridor ends, and
you stop, breathless. There is a passage on
your right, but on your left is a door, half-
open. You look in on a curious sight.
Turn to 108.
131
Eildon and Tamlane give out a cry of anguish
in unison, and almost at the same moment
there is a small explosion, and you are
facing a man garbed in black, eyes burning
like coals in his unnaturally white face.
Eildon at once springs forward, and they
stand within a foot of each other, locked in
some psychic battle, until Eildon gives a
soft moan and slumps to the floor. Liknud
roars his triumph, and turns his attention to
you. Raising his hands, he calls out and a
stream of fire-bolts hurtles into your
chest...you have come so close to success,
but your quest ends here.
132
Your senses dull as Zarko‟s eyes bore into
yours and your spirit floats away, leaving
behind a mere shell of a body. The magician
has captured your soul, and you are lost.
Your adventure is over.
133
“Eat it now!” urges Tamlane, “time is not on
our side.” You chew the root, feeling energy
flow through you as you do so. You may add
three points to pour Fighting Power for your
next battle. “Now, have you the elf-fruit?”
asks Tamlane. If you have, turn to 14. If
not, turn to 167.
134
As soon as you have drunk it, you realise
your mistake; your stomach is gripped by
pain, and your throat burns. Lose three
Strength points. Will you now:
Try the yellow potion? Turn to 16
Try the blue? Turn to 3
Leave? Turn to 100
135
Taking out two dice, the Gremlin explains the
game: the aim is to be the first one to score
a thousand points, and you throw first. You
score if a “1” or a “5” is showing on either
dice. One counts one hundred points, and five
counts fifty. Hence a one and a five together
counts one hundred and fifty, two ones counts
two hundred, and two fives, one hundred. If
you do not get either a one or a five, the
turn passes to the Gremlin. However if you
score, then you may either „stick”, keeping
your score so far, and pass the dice over; or
continue, to try to add to your score. You
may continue throwing (and adding to your
score) for as long as you wish, so long as
you score. You may “stick” at any time.
However the first time in such a sequence of
grows that you do not score, you lose all
your accumulated score for that turn.
Once you have decided to “stick” – to
stop throwing and bank your score – or when
you lose it, the turn passes to the Gremlin.
The Gremlin throws a maximum of twice each
turn, then “sticks” if he has a score to
keep. You then throw again, to try to add to
your banked score. The first player to reach
one thousand points wins.
If you win, turn to 75. If you lose,
turn to 81.
136
The guard gives you a long steady look, and
you feel uneasy. Something in your voice or
your expression has given you away, and the
second guard picks up a studded stake; you do
not waste time, and cut down the first guard
before he has time to react. But the second
is now prepared for battle, and you fight.
Turn to 27.
137
You slow as you head North; ahead, there is a
lumbering, crashing sound, as of some great
beast smashing its way through the forest.
Turn to 186.
32
138
You stand in the clearing, quite still, as
first one, and then several slim young women
emerge. Eventually there are ten of them,
singing in beautiful clear voices, each clad
in a short tunic made from the leaves of the
forest, watching you warily. You raise your
hand in greeting – for you have recognised
the Dryads, the Nymphs of the forest – and
assure them you mean no harm. You tell them
that you seek to destroy Liknud, and allow
the forest to regain its former beauty and
tranquility.
After a few moments, the Dryads fall
silent, and then one moves forward. “Perhaps
we believe you,” she says, “and we may assist
you.” She pauses as though thinking, then
suddenly appears to make up her mind. She
continues, “You must know that we share
equally the many special powers of the
forest. But how many? I will tell you this:
if there were one more power, and one more of
us here, each of us would have one fewer
power. How many powers are there altogether?”
When you have worked this out, turn to
the section with the same number. If you are
unable to work it out, turn to 148.
139
You follow the broad path due North, the sun
warming your head, for some little way.
Although you do not feel in any immediate
danger, the lack of birdsong, of small
animals scurry in across your path, combined
with the bitter taste in the air, makes you
feel uneasy. Soon you spot a narrow track off
to your left, and sunlight glinting on what
looks like a small pool a short way down.
Will you:
Investigate? Turn to 46
Press on North? Turn to 106
140
You go over to the case, kneel, and examine
it again. It is a simple enough affair, made
of slatted wood and riveted with brass
strips, and with a hasp at the front where
you might expect a lock. Standing again, you
use the tip of your sword to gingerly lift
the lid – but nothing untoward happens, and
you bend closer for a better look. You are
disappointed; there is an axe, a saw, several
different sizes of hammer, a god length of
rope, and half-a-dozen different kinds of
knife. Possibly some of these things may be
useful to you in your quest, but you will not
be able to carry them all. You may take any
two objects from the case, before turning
your attention elsewhere. Will you now:
Open the box? Turn to 146
Try the chest-of-drawers? Turn to 192
Leave? Turn to 124
141
The grinning Gremlin pockets the gold pieces,
chuckling, and suggests another game. But you
point out that you are engaged in a mission
of some importance, and must get on.
33
“Indeed,” says the Gremlin. “Well then, you‟d
better go, I suppose; that way!” He points to
an archway in the North wall, and you at once
get up and pass through.
Turn to 19.
142
Exhausted after your battle you rest a moment
before searching the small room and the
guards. You find nothing other than a total
of seven gold pieces on the guards, and so
leave again, to continue on your way North.
Turn to 74.
143
Her expression changes at your refusal. In a
flash, she has snatched a long, thin sword
from the floor and is attacking with great
agility. You take two blows as you struggle
both to defend against her skilled attack and
to draw your own sword – lose four Strength
points. Then you close in battle.
Dexterity Strength
DIANA:
If you win this difficult fight, turn
to 179.
144
“The final encounter is up to you now,” says
Eildon. “I will fight with sorcery, but you
must use the dagger.” Sheathing your sword,
you brandish the dagger of Telledus, and for
the first time Liknud‟s expression shows
something like fear. Eildon is gently
chanting incantations as you approach, and
Liknud visibly shrinks in stature. He draws
his sword, and you fight.
Dexterity Strength
LIKNUD: 10 12
If you win this decisive battle, turn
to 200.
145
Staying in the shadows, you edge round the
wall to the door. The guards do not look up;
they are absorbed in their game of dice, and
you creep silently to the West door and slip
out unnoticed.
Turn to 67.
146
The box is quite small, not much larger than
your fist, and opens easily when you try the
lid. Inside are some pieces of rag, and
nestling in these is a large gold coin, quite
unlike any you have seen before. You move
back to get a look in better light, and see a
raised image on both sides – a dragon
breathing fire. You have no idea whether or
not this will be of use to you in the future,
but it clearly is of some value, and you
pocket it. Will you now:
Investigate the chest-of-drawers?
Turn to 60
Leave? Turn to 124
147
The box is quite small, not much larger than
your fist, and you curiously open it. Inside,
nestling among some rags is a gold coin but
no ordinary coin. This is nearly three times
as large as a gold piece and as you look more
closely, you see that there is a raised
design upon both sides; a dragon breathing
fire. The coin is clearly of considerable
value, and you pocket it, and turn to leave.
Turn to 124.
148
The Nymphs giggle, and begin to melt back
into the forest. But then one turns back: “Go
North,” she advises, “take the boat over the
lake and continue North.” With a last look at
you, she too vanishes into the foliage, and
you are left alone. Turn to 193.
149
The path South bends round to the West after
a short while, but soon after that peters
out. Ahead of you is an impenetrable thicket
of tangled branches and spiky thorn-bushes.
But then you notice something – a sprouting
plant with wide scarlet-and-orange leaves,
growing in the ground directly ahead of you.
You have found Hellbane! Just why the root of
this rare plant is important, you do not
know, but you trust the advice of Tamlane,
and using your dagger, carefully loosen the
earth all around the small shrub, until it
comes away in your hand.
Cutting it off at the stem, you put the
root away with care and reverence into your
backpack and then, following the rules that
have been handed down for centuries, make a
small nick in your thumb, and let a few drops
of blood spill into the place from which you
removed the plant. Then, the ritual over, you
return East and North to the tunnel, and,
using the orb again, make your way swiftly
through the unnerving blackness until you get
back to the junction. Not wish in to retrace
your steps West, you head North this time.
Turn to 187.
150
Fairly soon there is a way to your right.
Will you now go:
East? Turn to 184
On North? Turn to 164
151
The battle over, you wipe your brow, and look
again at the pool. The gently-bubbling water
is crystal-clear and looks deliciously cool.
Will you drink? If so, then turn to 89. If
you prefer to head back to the main path to
continue on your way instead, turn to 106.
34
152
Instinct urges caution as you walk, and after
a few moments you hear lowered voices, and
see movement ahead. Ducking down to the side,
you watch as first one, and then two more
tall, gangling men step onto the path. Hairy
and, dressed in skins, these are the men of
the forest, and as you continue watching, you
see that they are in the process of setting a
nasty trap. A springy branch is pulled away
from the path by two of them, and secured at
the side; the vine used to tie it back is
taken across the track, and secured on the
other side, and then covered with leaves and
earth. You consider what to do now; you could
rush them, but there are at least three, and
you would have a hard fight on your hands.
And you have not forgotten the purpose of
your quest – to discover Liknud‟s lair. You
decide to avoid the forest-men for the
moment, and creep back unobserved to the
junction, where you take the path West.
Turn to 181.
153
Very soon, you stop as you see that on your
right is the passage down which you first
entered. Will you now:
Go back North? Turn to 150
Continue South? Turn to 123
154
You hurry onwards as best you can through the
steaming marsh, until at last the path gets
better, and the ground around you firmer
again. Soon you are walking between trees and
shrubs again, and very soon you see a new
path off to your left. Will you go:
North? Turn to 22
West? Turn to 194
155
The key fits easily into the keyhole, and you
turn it. There is a snapping sound and you
are left with the shaft of tie key in your
hand. You have chosen wrongly. Since there is
no other way to open the doors, you will have
to leave without the ring; disappointed, you
leave the hut and rejoin the path.
Turn to 43.
156
You follow the corridor North until it turns
West ending at a plain wooden door. You
listen, but can hear nothing, and cautiously
push the door open. The room beyond is quite
small, and, sitting at a low table, on a
three-legged stool is a small, gnarled figure
with a big nose and a pointed red hat. The
Gremlin grins mischievously at you, and
beckons to a second stool. “Come in,” he
invites cheerily, “join me, why don‟t you?”
Uncertainly, you enter.
Turn to 114.
157
You realise too late that you have made a
mistake, as your throat burns and your
stomach contracts in pain. Lose three
Strength points. Will you now:
Try the yellow potion? Turn to 16
Leave? Turn to 100
158
Some way further down this long corridor, you
see a short passage on your right, ending at
a wooden door. Will you:
Go East? Turn to 169
Continue North? Turn to 74
159
There is silence for some time the atmosphere
charged. Then the tall man turns to a table
at the side of the room and lifts off a long
dagger, bejeweled and sparkling, carved with
runes. Still without a word, he walks slowly
over and gravely presents it to you. Your joy
is short-lived, as instantly you are overcome
by a leaden feeling of lethargy and unco-
ordination; lose three Dexterity points and
five Strength points. The tail man bursts out
laughing: “You have proved yourself, by your
bravery, resourcefulness and cleverness an
enemy of Liknud. May the curse of the dagger
follow you to your grave!” With that he steps
back, presses the East wall and immediately
disappears as the wall revolves. What will
you do now? You have found the dagger of
Telledus, but the curse laid upon it by
Liknud has badly affected you. You have one
chance. Do you have a red, yellow, or blue
potion? If so, turn to 198. If not, turn to
63.
160
The tunnel South soon turns sharply to the
East, becoming lower and narrower. You make
your way with some difficulty, until you
abruptly reach a dead-end. Ahead of you is a
bank of earth, but at your feet you see a row
of sparkling objects and a scroll. Swift you
take the scroll, and untie the ribbon. You
read: “These are the brooches of Eildon. The
true brooch will defeat liars. The gold
brooch is five years older than the silver,
which is five years older than the bronze,
which is five years older than the tin, which
is half the age of the gold. Take only the
brooch which is twenty-five years old.” Make
a note of which of the brooches you decide to
take with you, and turn to 185.
161
The way South is not an easy one, and you
push and cut your way along the poor track.
However, after a fairly short time, it turns
to the East, and, soon after that, ends at a
crossroads. You recognise the broad main path
running North-South, so will you now go:
North? Turn to 173
East? Turn to 42
35
162
The body of the great dinosaur blocks the
path, and you have to push your way through
the shrubs and bushes at the side of the path
to get past. Once on your way again you find
that the trail turns to the East, and you
follow it to a junction. The way South
disappears almost at once into a tangle of
road, tall thorn-trees; there might once have
been a passage that way, but it is evidently
long-since overgrown. You turn North, until
fairly soon, the path ends at an East-West
junction. Will you go:
East? Turn to 152
West? Turn to 181
163
The first indication of danger is a sharp
hissing sound, and then your torch is
snatched powerfully from your grasp. You can
see nothing, but feel a thin, strong tendril
whip around your ankle. Thoroughly alarmed,
you cut it away, but as you do so, more
tendrils whip around your waist and neck; you
hack wildly at the strong, clinging strands,
until your sword-arm is gripped, and more
tendrils whip about your neck, relentlessly
tightening...Your adventure is over.
164
The tunnel North turns sharply to the East
quite soon, and becomes low and narrow. You
are soon making your way on all-fours; the
earth becomes dry and crumbly as you push
your way forwards, and for a moment you are
worried that there will be a collapse. But
then you cry out with sudden pain – your hand
has pressed onto something sharp, and is
bleeding. More spikes dig into your hands and
knees as you push on – your four strength
points, as you push past the thorns, and
follow the tunnel back down to the South. It
widens again, and you can stand upright, and
walk swiftly forward until you reach a
crossroads in the tunnel system. Will you now
go:
East? Turn to 21
West? Turn to 165
South? Turn to 116
165
The way West is straight and short, and ends
at another junction. Will you now go:
North? Turn to 150
South? Turn to 123
166
The trail is not good; you stumble over
concealed roots, and nearly collide with
overhanging branches. But what strikes you
most forcefully is the air of decay. The
trees are leafless, the bushes and shrubs
wilting and lifeless. The air tastes even
more foul than before. After a time, the
track bends around to the North, and you
follow it between blasted oaks and plants
melting into black slime as they grow.
Suddenly a creature from a nightmare springs
onto the path: long antennae seek you out,
and mandibles grind; as the giant insect
scuttles towards you, you prepare to do
battle.
Dexterity Strength
GIANT LOCUST: 8 10
If you win, turn to 6.
167
“You will have no armour against Liknud‟s
magic,” says Tamlane; and at that second
there is a crack like thunder and sulphurous
smoke fills the room.
Turn to 31.
168
As you draw your sword, the tall man reaches
behind him without a word, facing you with a
scimitar, and you close in battle.
Dexterity Strength
TALL MAN: 10 14
If you win this tough fight, turn to
85.
169
Just a few paces down, you come to the door,
and try it. It opens at once, and three
squat, ugly guards look up in surprise. In a
moment they have grabbed swords and spears,
ready for battle. If you have a potion of
invisibility and wish to use it, there may
just be time – turn to 113. If you close with
them, turn to 189.
36
170
Drawing your sword, you eye up the distance to
the two guards, working out the best angle of
attack. Then you dart in like a bird of prey
and fall upon the guards. The first falls to
your sword in a blur of cuts and thrusts,
while the second collects his senses,
snatching up a long sharpened stake, set with
blades around the point. The first enemy
disposed of, you turn to face the second.
Turn to 27.
171
Old clothes spill out of the half-open top
drawer of the chest, and you move them about
with your sword tip. Discovering nothing, you
open the second drawer, only to find that it
too, is filled with rather shabby clothing.
The third drawer contains similar garments,
and you are about to turn away when a shaft
of light glints on something in the bottom
drawer. You look again, and take out a small
bottle, similar in appearance to the one
containing the potion of Healing given you by
Tamlane. However, this one is inscribed,
“Invisibility potion – one dose”. Pleased
with this unexpected discovery, you pocket
the potion. Will you now:
Open the case? Turn to 39
Leave? Turn to 124
172
The path East is narrow, and twigs snag at
you as you pass. However, it is not too long
before you come to a junction; the path seems
equally narrow in either direction, so will
you go:
North? Turn to 182
South? Turn to 161
173
You walk swiftly along the main path North
until you see that there is a new way off to
your left. Will you now:
Head West? Turn to 23
Continue North? Turn to 92
174
The battle now over, you press on North until
the path ends. Ahead of you is a seemingly
impenetrable thicket of tangled bushes and
thorn trees. However, there is a way to the
East. As you stand, for a moment irresolute,
a figure emerges from the thicket ahead of
you.
Turn to 102.
175
You have chosen a poor track, and have to
push your way through as you head East. The
track turns to the North, and becomes easier,
but what strikes you is the decay; plants,
trees and bushes wilt and die where they
stand, collapsing into black heaps of slime;
great oaks are blasted as though by powerful
bolts of lightning, and grasses wither and
shrive. The path ends; there is a way to the
East, but West, the landscape is scorched and
charred, and not far distant, you can make
out what appears to be a cave entrance. This,
you are sure is the centre of the evil you
have felt since entering the forest, and,
certain that you have discovered Liknud‟s
lair, you run West.
Turn to 188.
176
This passage ends at a corridor running
North-South. Will you now go:
North? Turn to 156
South? Turn to 98
177
Examining the room, you see that shelving
runs the length of the East wall on which are
a large number of small bottles. Looking more
closely, you see that there are, it seems,
only three different kinds of liquid in the
bottles, coloured red, yellow, and blue. Now
you have several options; you map drink the
contents of one or more of the bottles, take
some with you, or leave without any. To
leave, with or without any bottles, turn to
99. Alternatively, will you drink:
The red potion? Turn to 12
The yellow? Turn to 110
The blue? Turn to 197
178
The battle over, you turn your attention to
the tall man, who, to your amazement smiles.
“Well done,” he says. “I assume you‟ve come
for the dagger of Telledus?” Now slightly
confuse, you do not have a chance to reply
before the tall man continues, “There are
three tests: you must be resourceful, brave
and clever to gain the dagger. You have
proved your resourcefulness by reaching this
room, and your bravery by killing Brig. Now
then, your cleverness: I am thinking of two
numbers. When I add them, one quarter of the
sum is 53. But half their difference is also
53. What is the greater of the two numbers?”
When you have worked this out, turn to
the section with the same number as the
answer. If you are unable to work it out,
turn to 79.
179
Perplexed and saddened, you gaze at the body
of Diana; was she some creature of Liknud‟s?
You will never know, and you begin looking
37
for a way out of this deceptively-peaceful
room. Then suddenly you sense movement, and
turn – Diana‟s body is moving, and she is
uttering low gurgling moans! As you watch,
her whole body begins shaking and jerking
like a puppet – and something else is
happening. With a liquid crack, her head
splits open, and from the slim, pale
shoulders emerges a nightmare sight a bulbous
black head, set with two huge clusters of
eyes and powerful mandibles! The body of the
Spider-women rises – you are transfixed with
horror, unable to believe your senses. And in
that moment she falls on you, her arms
holding you in a vice-like grip as the
powerful jaws snap on your throat. Your quest
is over.
180
The Gremlin‟s expression changes. Looking at
you darkly, he utters a curse, revolves on
his stool – and disappears! At once you feel
weak and clumsy – lose two Dexterity points
and five strength points. At length you feel
ready to continue, and, although there are
doors in the East and West walls, there is an
open archway in the North wall, and you feel
sure that is the way to progress. You leave
through the archway.
Turn to 19.
181
Walking cautiously along the path, you are
struck by the increasing sense of decay all
around you; the trees are almost bare of
leaves now, the bushes and plants dying where
they sprout. The air smells foul and the
oppressive feeling of evil that you sensed
when you first entered the once-beautiful
forest of Ardristan is almost overwhelming.
As you press on, the desolation becomes still
more marked; great oaks are split and dying,
saplings are felled, the undergrowth is
scorched and charred. You reach a junction; a
path leads off to the South. But directly
ahead of you, not far distant, is what
appears to be a cave entrance. This, you
sense at once, is the focal-point for the
destruction and decay all around, and you
move swiftly towards it, sure that you have
discovered Liknud‟s lair.
Turn to 188.
182
The trees begin to thin out a little as you
head North, and your progress is good. Ahead,
you can see that the path bends around to the
East – and just as you are registering this,
a giant shadow cuts across you, and there is
a downdraught of air that makes you
instinctively duck and throw up your shield.
You see at once the cause; a huge flying
creature, with leathery wins six feet across,
a long beak filed with needle-sharp teeth,
and powerful talons that tear at you as it
climbs up into the sky again. Sword drawn,
you await its return, and in a moment the
creature – a Pterosaur – is diving to attack
again. You fight.
Dexterity Strength
PTEROSAUR: 8 8
If you win, turn to 38.
183
With a mixture of reluctance and curiosity,
you offer the coin. The Dragon-man takes it
and inspects it carefully, the dragon-mask
bobbing up and down, then beckons you past.
The others stand aside, and you cautiously
pass between them turning as you do so; they
melt back into the bushes at the side of the
path, and after waiting a moment to ensure
there is no further danger, you continue
West.
It is not long before you come out into
a small clearing, and stop to take your
bearings. Due South, you recognise the main
path that leads back to where you first
entered the forest of Ardristan, while trails
also lead North and West. In order to
progress in your quest, it seems these last
two are your only real options now. Will you
go:
North? Turn to 173
West? Turn to 57
38
184
You move along the tunnel East easily, the
strange soft yellow glow lighting your way,
until you reach a crossroads. Will you now
go:
North? Turn to 68
South? Turn to 116
East? Turn to 21
185
The brooch safely in your pocket, you crawl
back out of the tunnel, West and then North,
until you reach the junction with the way on
your left down which you came earlier.
Ignoring that, you press on North.
Turn to 48.
186
The first thing you see is a massive, broad
head above the trees, and a great powerful
maw filled with teeth like daggers. Branches
crack and bushes are flattened as the rest of
the creature comes into view; a huge, rounded
body, two enormous legs and clawed feet, and
a long, whipping tail. The upper limbs are
short and much weaker, but it is the massive
jaws that are the most alarming feature. This
is a Tyrannosaur, capable of swallowing you,
in one gulp! However, although a terrifying,
sight, the Tyrannosaur is slow-moving and
clumsy; it has seen you now, and lets out a
great roar as it approaches. You will need to
be agile to defeat this beast!
Dexterity Strength
TYRANNOSAUR: 7 16
If you defeat this creature, turn to
162.
39
187
As you suspected the ground this way is not
good. The soft, springy moss underfoot soon
becomes patchy, and the earth damp and
giving. As you progress North, the going
rapidly becomes more difficult, the sticky
earth dragging at your boots and the path
practically undetectable through the swampy
ground. However, you persevere along the poor
track through the gently bubbling mud all
about you, until suddenly, with a dragging,
sucking noise, a huge horned head rises out
of the mud before you. Swiftly you prepare
for action as a large, scaly body follows the
head; you are facing a Swam Lizard and it
does not look please to see you! Although the
track you are on is not good, your footing is
fairly secure as you prepare for battle.
Dexterity Strength
SWAMP LIZARD:
If you win, turn to 154.
188
Your attention distracted, you do not see the
club that swings down in a wide arc, knocking
you to the ground. Stunned, you nevertheless
clamber groggily to your feet, sword in hand;
a thickset, number of squat, gruesomely-ugly
men surround you, and you swing your sword as
they close in wielding stout wooden clubs.
Two fall at your hand as blows rain down on
you, until you take another severe blow to
the head, and another...the world dissolves,
the sky spins...
Turn to 55.
189
The guards approach menacingly. You are going
to have to fight for your life, as the three
spread out and attack simultaneously.
Dexterity Strength
FIRST GUARD: 7
SECOND GUARD: 7 6
THIRD GUARD: 8 8
If you survive this fierce battle, turn
to 142.
190
Very soon, the passage turns North, but a
short way along, you see an unusual feature
on your right. A wooden staircase evidently
once led up to a doorway high above you, but
the staircase has collapsed into a great pile
of rubble. On the threshold of the doorway
set high into the wall, a couple of steps
remain but it is far too high for you to be
able to reach it unaided. Do you have a
length of rope? If so, turn to 64. If not,
turn to 33.
191
Shuddering, you push the body of the great
snake aside, and carefully scan the rafters
for signs of any further danger. Seeing no
immediate cause for alarm, you continue your
examination of the hut, turning over the
bedclothes, poking in corners, and testing
the floorboards for any suggestion of a
trapdoor. Finding nothing, you move to the
very back of the hut; it is deeply shadowed
but as your eyes become more used to the
light, you can make out a battered chest-of-
drawers standing against the rear wall, with
a small wooden box on the top. To one side is
a brass-bound case, with no evidence of a
lock. Will you:
Open the case? Turn to 140
Open the box? Turn to 45
Open the chest-of-drawers? Turn to 70
Touch none of them, but leave now?
Turn to 124
192
Old clothes spill out of the half-open top
drawer of the chest, and you cautiously move
them about with your sword-tip. Finding
nothing you turn to the other drawers, but
the second and third similarly contain
nothing, it seems, but old and rather shabby
clothing. As you are about to turn away,
however, something glints in the bottom
drawer, and you look again: it is a small
bottle, and taking it out, you see that it is
almost identical to the one given you by
Tamlane, containing the potion of Healing;
however this one has engraved on the crystal
surface, “Invisibility potion – one dose”.
Pleased with this find, you consider the box.
Will you:
Open the box? Turn to 147
Leave? Turn to 124
40
193
Following the advice you have been given, you
make your way quickly North, and soon reach
the Southern shore of the small lake. Pulling
steadily on the oars, you cross the glassy-
smooth surface of the water with ease. You
are almost at the Northern shore when the
water begins bubbling alarmingly. You pull
harder, but a moment later, a gigantic
creature rises from the surface, creating
waves that toss the boat like a cork and
threaten to capsize you. The flat head of the
Watersnake weaves above you, swooping down to
snap at you with its broad, flat mouth. The
creature‟s coils wrap around the little boat,
and you leap into the water – it is barely
waist-deep, but you have no chance of escape
as the head swings round again, and you
fight:
Dexterity Strength
WATERSNAKE: 9 12
If you win, turn to 58.
194
Although the track is not wide, you walk
easily along ducking the occasional over-
hanging ranch, and pushing aside twigs.
Something hard brushes against your face, you
reach up to push it aside and your hand
closes about what looks like a bunch of
purple grapes; but the fruit is hard to the
touch, and you stop at once in your tracks.
You are holding the strange delicacy known as
elf-fruit! Although Tamlane did not elaborate
on its significance when you spoke together in
The Mill-Wheel, he was insistent that it would
be valuable in the fight against Liknud. You
cut away the bunch and stow it safely in your
backpack before continuing West.
After a while the path ends abruptly.
North, it looks as though there once might
have been a track, but it is now overgrown and
seemingly impassable. You are about to turn
South when an arresting figure steps out in
your path. Your hand flies to your sword-hilt,
and then stops. The wide, almond eyes fix on
yours, and you take in the fine features,
lithe body in the tight-fitting lime-green
tunic. You are facing a beautiful female Elf,
and at once you hold up your hands in a
gesture of peace. For a brief moment, her
severe expression relaxes as she smiles, and
introduces herself: “I am Shadria,” she tells
you, “but there is no time for chatter. Follow
me.” She turns, and at once almost disappears
into the thicket North. You hurry after her,
following her slim shape as it weaves through
the foliage, following a path invisible to
your eyes. After a while, you emerge from the
tangled undergrowth, and are once more on a
well-made path.
There is a way to the West, but Shadria
ignores this, and you continue North until
the path ends, and she stops. Slightly
breathless, you catch up with her, as she
indicates the way West. “That way lies
Liknud‟s lair,” she tells you. “Go quickly; I
41
await another.” Without even a glance back,
she hurries South again, and, following her
directions, you go West.
Turn to 181.
195
Throw one dice three times. If the total
score is greater than your Dexterity score,
turn to 49. If it is the same or less, turn
to 41.
196
Sheathing your sword, you turn your attention
to the two men hanging in chains. One calls
urgently to you for help, and, in a moment,
you have taken the keys from the guard‟s belt
and freed them both. Gratefully, they rub
their wrists “We are simple woodcutters,” one
tells you. “Since Liknud came here, most
decent people have fled the forest of
Ardristan; but we were captured, held here to
await Liknud‟s pleasure.” He shudders, eyeing
the door to the South. “I do not know who you
are, stranger, or what you are doing here,
but we are for ever in your debt.” Both men
are shifting towards the door, anxious
obviously to escape, but first you ask them
if they have seen or heard anything during
their imprisonment.
“There was a great commotion but two
days ago,” says the talkative woodcutter,
“when a dagger was brought in. It was a
splendid weapon, jeweled and carved with
runes. Liknud himself was informed.” He looks
back nervously, before continuing, “But for
some reason, Liknud was furious when he saw
it; he ordered it to be taken away and
guarded, and cursed the weapon. He paid us no
attention at all; it was the dagger that
enraged him.” The woodcutters are backing
away to the door, but before they leave, the
second speaks: “I heard the guards talking
about a blue potion after that, he says. It
seems that it is the antidote to Liknud‟s
curse.” With that, both men give you a last,
fearful look, and scuttle out of the door to
the South. Shrugging, you look around the
room again – and notice for the first time
that there are some gold pieces on the table
at which the guards were playing their game
of dice. There are ten, and you pocket them
before deciding which way to go now. Will you
leave via the door to the:
East? Turn to 97
West? Turn to 67
197
The potion has no apparent effect whatsoever,
so will you now:
Drink the red potion? Turn to 128
The yellow? Turn to 77
Leave? Turn to 99
198
If you wish to try one of the potions, you
may do so, or alternatively you may simply
leave. Will you:
Try the red potion? Turn to 134
Try the yellow? Turn to 109
Try the blue? Turn to 52
Leave now? Turn to 100
199
Will you accept Diana‟s offer to take you to
Eildon? If so, turn to 72. If not, turn to
143.
200
It is over. The three of you embrace, and
then Eildon leaves, going through a door in
the North, of the room. A few moments later
she returns carrying a long-stemmed plant
with a single white bell-like flower. “The
Orchid of Life, it she breathes. “One more
day, and it would have reached full bloom.
Then, I fear, Liknud would have been
invincible. We owe you great thanks.” You
shrug; there is nothing to say.
You go back together South, and
eventually reach the cave that marked the
entrance to Liknud‟s lair. As you emerge into
the forest of Ardristan again, you hear a
beautiful sound; a bird is singing, wheeling
high above the trees. The devastated flowers
and trees are already recovering, now that
Liknud‟s evil influence is no more. It will
not be long before you are back where your
adventure began, in The Mill-Wheel at
Fourways. And tonight, you think with a
smile, there will indeed once again be
drinking, and laughter, and singing of songs.
44
ICE and pencil are all you need to begin this adventure-then you decide which route to take, which dangers to brave.
As you progress in your Quest, you are likely to encounter various traps, or face monsters. You will also get information, or find certain items which will be of help to you in your quest. You should record these in your quest sheet as well as keeping an account of how many rations you have left. As you use up rations, remember to cross them off in your quest sheet.
It is important that you build up a map of the way. You may not succeed at your first attempt, but each new journey will give you more information – until you are at last successful in your quest.
If you try to read the magazine in numerical order, it will make no sense. You must choose, when you are given the choice, with section to turn to, and which traps, puzzles, or monsters to face.
Good luck!
INTERNAL ARTWORK: Paul Campbell, Dave De Leuw, Mark Dunn, Gary Harrod Alan Hunter, John Pickering
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HIS is not a story about our modern world, but one of long ago, when strange creatures
roamed, and Gods and Devils determined the fate and future. As an adventurer, your Strength, Cour-age and Agility have brought you safely through many daunting quests in the past. And when you begin this adventure, you will need all these qualities. Below, you will discover – with a little luck – how swift and strong and charmed you are.
Two dice, a pencil, and several sheets of paper are all you need to journey through the cursed Pyramid of Seth. Use the paper and pencil to draw a map of your progress; you are unlikely to succeed in your first attempt, and the map will help you in future.
Before you begin, you must determine your Strength, Dexterity and Charm. Record these, along with any other items and information you discover that you need to keep note of.
There is a Quest Sheet opposite, for you to write down your scores for Dexterity, Strength and Charm, and to keep a note of your rations, secrets or incantations learnt, and items discovered. You will also need to keep a record of the five parts of the hieroglyph which you may discover, and which will, when chanted in the correct sequence, aid you in your attempt to defeat the Curse of Seth.
You may prefer, before you begin this adventure, to use the printed Quest Sheet simply as a model for the things you will need to keep a note of, or remember, during your quest. If you do this, you will obviously need another piece of paper to copy down the headings on the Quest Sheet.
Dexterity, Strength and Charm Roll one dice. Add 6 to this number, and make a
note of it on your Quest Sheet. This is your Dexterity score, and indicates your skill and swordsmanship.
Roll two dice. Add 12 to this number, and make a note of it on your Quest Sheet. This is your Strength score, and is a measure of your stamina and fitness.
Charm. Roll one dice. Add 6 and record it on the Quest Sheet. Your Charm level will determine how much power you have to resist the Curse of Seth. The greater your Charm Score, the stronger you are against Seth‟s evil power. As you lose Charm points, however, Seth‟s influence increases, and you will fall steadily under his power. If your Charm points reach zero, you are reduced to a mindless minion of Seth, and totally under his control. You must begin your adventure again from the start.
Your Dexterity, Strength and Charm ratings will vary during this adventure. You may lose Strength points in battle, for example, and then restore them with some magical item. You must remember that your Strength and Dexterity points must never exceed their Initial values, which you determine at the start of the game. Your Charm points, however, may increase during the game, up to a maximum of twelve.
Rules for fighting As you explore the Pyramid, you will encounter creatures which you may choose to engage in combat, or be forced to fight with for your life. Each creature will have its own Dexterity and Strength scores, given in the text: make a note of these.
To resolve a battle: 1. Roll two dice, and add the creature‟s current Dexterity score. This is its Fighting Power. 2. Roll two dice, and add your own current Dexterity score. This is your Fighting Power. 3. If your Fighting Power is greater than the creature‟s, you have wounded it; subtract two Strength points from its Strength score at that moment (unless told otherwise in the text).
If the Creature‟s Fighting Power is greater than yours in this round, it has wounded you, and you must subtract two points from your Strength score at that moment. If both scores are the same, you have parried each other‟s blows, and neither of you loses any points.
The next round in the battle is done in just the same way. You repeat steps 1, 2, and 3 above. When either your or the creature‟s Strength score is reduced to zero, the battle is over. A zero Strength score means death – unless, of course, you are lucky enough to discover a treasure that will give you a new life.
Losing and gaining points In some sections, you will be awarded extra points. These may add to your Dexterity, Strength, or Charm scores: but they may never exceed their maximum value.
When you lose points, you simply deduct these from your current scores.
Replenishing your Strength The food that you purchase as you begin your adventure is enough for five meals. These are your rations for the quest you are about to undertake – make a note of them. Eating a meal restores five Strength points. When you stop for a meal – which you may do at any time, except during a battle – add five points to your current Strength score, and deduct one from the number of meals remaining to you. But remember that your investigation of the Pyramid of Ptah-hotep is fraught with danger. Use your rations wisely.
T
5
The bazaar at Kiroona is the very last place in which you would care to lose your way. The gaudy colours of the tent-like stalls, the ceaseless bartering of a million different tongues; the fantastic collection of bizarre merchandise and the twisting maze of paths and alleys in between the never-ending sea of stalls – all serve to confuse and disorientate the senses. Once you lose your bearings, you‟ve had it!
You shake your head in bemused frustration, as, for the seventh time, you find yourself back at the Relics and Curiosities stall which you have been trying to head away from for the past two hours.
With a resigned sigh, you help yourself to a dragon-steak sandwich from a nearby vendor, and decide to investigate the stall that you are finding so impossible to elude.
The stall-keeper is a tall, thin man, with deathly white skin and coal black hair and eyes. His gaze follows you intently as you idly browse through his merchandise, ready to pounce if you show special interest in something. At length, your wandering eyes fall upon a black, leather-bound book with some form of hieroglyphic writing upon the cover. But as you reach forward to pick it up, the man‟s cold, bone-white arm shoots out to grasp your wrist.
“Leave the book, Stranger,” he hisses through bloodless lips. “Choose something else. My prices are reasonable.”
His unusual request, however, merely serves to arouse your interest, and shaking free your arm, you take hold of the book and stand back to examine it. The stall-keeper does not speak again, but his unfathomable black eyes bore into you as you flip through the old, cracked pages. It appears to be a diary of an adventurer like yourself, filled with
6
diagrams, roughly sketched hieroglyphs and hur-riedly scribbled notes. You tell the white-skinned man that you wish to take the book, and at once his face blanches even paler, if that is indeed possible.
“The price laid upon that item is too high,” he rasps, and for some reason, you feel that he is not talking merely about money. You name a suitable amount, and after a flicker of indecision, he de-mands an unreasonably high price. You haggle for some time, until, reluctantly, the stall-keeper gives way and you purchase the book for nine gold pieces.
You move away from the stall and soon lose yourself once more in the crowd, but this time you have no difficulty in finding your way out of the bazaar, and never encounter the Relics and Curios-ities stall again.
In the privacy of your rented room above the Inn of the Five Demons, you settle down to read the book. It is indeed a diary, as you first suspected, belonging to one Saal Merik, an adventurer and archaeologist. The diary tells of the expedition he led to the ancient Pyramid of Ptah-hotep in the Sighing Valley not far to the North of Kiroona. He discovered some minor treasure and became mildly famous, all about a hundred years ago. The last entry in the diary ends rather abruptly, and as you examine the back of the book more closely, you see that the last two pages are sealed with wax. Very carefully, with the top of your dagger, you slit the two pages apart and are now able to read the final entry:
“It is true. At last I have found it: the hidden entrance to a sealed-off section of the Pyramid that none must enter. Below, I have written a translation of the hieroglyphs that were inscribed upon the hidden door, and it is this warning that caused me to leave the Pyramid and never wish to set foot in it again. If any should find and read this, let not your soul be tempted by the lure of riches. I beg you to leave undisturbed the spirit of the Thing that dwells within the Pyramid‟s hidden chambers.”
The translation then reads: “ „I, Akhemu Seku, confine behind this portal – the accursed Spirit of Seth, Incarnation of Evil, Slayer of Kinsmen, Enemy of the Gods. Yet let all who come here know that beyond this door also lie the priceless treasures of Ptah-hotep, the Glories of his reign and the Secrets of his Magic. If any wish to gain for themselves the treasure, they are either the greatest of Warriors or the greatest of Fools, for they risk the Curse of Seth, not only upon themselves, but upon the whole of this world. In only one way can the Curse be abated. At the moment of greatest danger, speak the words shown by the hieroglyphs below:
“But I say to all who read this: turn back. The treasures within are great indeed, but the power of the Curse is greater.‟ ”
Saal Merik then continues: “I cannot decipher the hieroglyphs that contain the words to abate the Curse of Seth, but I believe that clues to their translation will be found within the hidden part of the pyramid.
“You who are reading this, heed the warning of Akhemu Seku as I myself have done and shall do for the rest of my life.”
Excitement burns within you as you finish read-ing. You could never resist a challenge and you know that you will not rest until you have explored the hidden chambers of the pyramid. Without wasting any time, you gather together your few belongings and strap your sword to your side. You purchase food from the Inn before you leave, and set off for the ancient Pyramid.
In less than an hour you are standing before the dark entrance to the known part of the Pyramid. You light your torch and, holding a rough map from Saal Merik‟s diary before you, you step inside.
1 You enter a long passage that leads North. The walls are formed of huge chunks of grey stone and the air is cold and faintly musty. The passage ends in a flight of stairs that plunge down into the depths of the pyramid for as far as your eyes can see. You glance round once at the dim star of the light behind you that was the entrance to the pyramid, then begin the descent.
The chill in the heavy air increases the further down you go, and the only sound is the click of your boots on the cold stone and the even rhythm of your breathing. You feel totally alone, completely cut off from the outside world.
Just as you are beginning to think that the stairs will never end, you arrive at their foot and find yourself in a small stone chamber. Two more flights of steps lead out from the room – one to the North that goes down yet again, and one to the East that goes up. The map from Saal Merik‟s diary indicates the hidden door lies to the North, but your natural curiosity causes you to hesitate. Will you investigate the way East first and then afterwards try to locate the secret door? – turn to 71. Or will you ignore all diversions and proceed directly North? – turn to 16.
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2 Dexterity Strength JACKAL: 8 0
If you win, turn to 34.
3 Have you spoken with Hapi, the dog-headed son of Horus?
If so, turn to 35. If not, turn to 19.
4 The oval charm is carved of glowing orange carnelian and bears the image of the Eye of Horus. Its magic, if any, is unclear to you at this time. If you wish to keep it, you may place it in your backpack – turn to 152.
5 You pull yourself up onto the stone platform and, after a moment‟s hesitation, climb upon the Sphinx‟s giant paws. Carefully, you work your way up past the serene features, till with aching fingers, you drag yourself onto the giant headdress. A golden star lit by the dusty sunbeam is set loosely into the centre of the Sphinx‟s forehead and as you reach out to examine this, it falls away at your touch. Behind it, you see revealed a tiny cavity, containing three dark, oval objects, which at first glance look like pebbles. Then as you lean forward to examine them closer,
the eerie whisper once again fills the echoing room. “Choose well one amulet, carved of precious
stone, Choose well and it may guard your flesh and bone. Power great has one, the others slight. But take just one or dangers you invite.” You now see that the three “pebbles” are, in fact,
carved amulets. Will you choose an amulet? – turn to 3. If you decide to climb down and leave the room of the Sphinx, turn to 63.
6 You leap through the door as soon as it opens, and just manage to get through before it slams soundly shut behind you.
You find yourself at the South end of a corridor that heads North, and after following it for a little distance, you come to another passage leading off to your right. Will you continue North? – turn to 144; or take the new passage East? – turn to 114.
7 The staff is very heavy and has carved upon it three strange names: Semani, Khutchethf and Tchesef. You may take the staff if you wish. Will you now, if you have not already done so, examine the lock of hair? – turn to 104; or leave through the North door? – turn to 191.
8 As droplets of water splash onto the wax crocodile, it slips from your backpack and rapidly begins to change. Its pale wax scales darken to a glossy green and its white eyes cloud over until they are as black as the water you swim in. Only its razor-sharp teeth retain their glossy whiteness and these slowly part as it opens its vice-like jaws.
You just manage to reach the far side of the pool before the crocodile completes its transformation, and scrambling out of the water, you draw your
50
sword, the crocodile inches from your heels! The creature drags itself from the water and you realise that it has transformed itself into a creature more than twenty feet long. Before you can proceed, you must fight it for your life! Dexterity Strength GIANT
CROCODILE: 9 16 If you win, turn to 65.
9 There are two other doors out of the room: one in the North wall and one in the East. Will you go through the North door? – turn to 26; or the East door? – turn to 53.
10 You are at a junction. Will you go:
North? Turn to 196 East? Turn to 157
11 As the second door-keeper falls dead at your feet, the gate before you swings obediently open. You walk through and continue on your way North – turn to 97.
12 The Typhonian Animal is the symbol of Seth, and since your two wooden opponents are also creatures of Seth, the statue you carry helps to cancel out their power. Add two onto your Dexterity for this battle – but since you are employing the statue‟s power, you must take two off your Charm Points. Dexterity Strength FIRST STATUE: 8 10 SECOND STATUE: 7 8
If you throw 12 when calculating your Fighting Power, you have managed to strike the statue with your torch, setting it alight. This immediately reduces the statue‟s Strength to zero. If you win, turn to 79.
13 You enter a large room filled with heavy darkness. Oppression hits you like a burden weighing down your heart, and a cold shiver passes through your body. Tall marble pillars loom like pale ghosts in the shadows, disappearing into the midnight vaults of the ceiling. Ahead of you burns a single, pale flame in a round dish on top of a low pedestal. Beyond that, sitting crossed legged and hunched over its feeble warmth, is an old man. He does not appear to have noticed your entry, so, gripping your sword tightly before you, you walk slowly towards him.
You almost reach the white flame before the old man looks up. His face is lined with age and worry, his shoulders hunched by burdens and responsibili-ties, his pale eyes filled with weariness and defeat. He is dressed only in a kilt of white cloth, and has no hair at all upon his body except for thin, wispy eyebrows. His skin is shrivelled and withered like a dried-up husk.
“You have come at last, Bringer of my Death,” he
murmurs. “Make it quick and clean. I have lived long enough in pain to deserve not to die in pain also.”
“Who are you?” you ask, confused and puzzled by these words.
To your surprise, the old man gives a harsh croak of laughter, causing his body to shudder violently as if in great pain. “You who have sought me for so long now know me not when at last we meet.” He drags himself to his feet with the aid of a short wooden staff, his breath coming in rasping jerks. He stands no higher than your shoulder and peers up at you, his eyes filled with bitter mockery:
“I am Seth the Destroyer!” – turn to 68.
14 You do not know how to abate Seth‟s curse, and can only watch in horror as the contorted words of evil flow from the Destroyer‟s lips. As Seth speaks, your heart freezes into ice, and your blood runs heavy as lead in your veins. Your limbs stiffen and your vision fades. Blood roars in your ears and then there is silence. You have become one of Seth‟s creatures of the realm of the undead, and soon the whole world will follow in your fate. Your adventure ends here!
15 The West door is very stiff, and you have to struggle to open it. When at last you squeeze through it, you realise the reason why: it is hidden on the other side by a huge stone sarcophagus standing against the wall. The room, in fact, is lined with these sarco-phagi, except for an opening in the West wall and a closed door in the North. The sarcophagi are mostly made of wood, richly decorated with blues and golds, painted in the likenesses of the mummified bodies they were made to contain. Their glassy eyes stare sightlessly out at you and you feel intensely uncom-fortable under their eternal painted gaze – turn to 90.
16 You continue on your way North down the second staircase, which brings you out quite soon into an East–West passageway. You consult Saal Merik‟s map, and see that both passages appear to loop round and meet up in a large room to the North. You peer into the darkness on either side of you, but cannot make out whether one way is any better than the other. Will you go:
East? Turn to 61 West? Turn to 32
17 As soon as you press the left eye, a long and mournful howl echoes down from the chamber of the jackal to the North. The hairs prickle on the back of your neck at the unearthly nature of the sound, and you look up to see that the statue of the black jackal has come to life! It is standing in the North en-trance of the room, looking straight at you with smouldering red eyes. Lose two Charm Points. Before you can proceed further, you must slay this huge and deadly creature – turn to 2.
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18 As soon as you take hold of the chain, a shower of rust falls down upon you. You quickly brush the worst of it from your clothes and hair, and then give the chain a firm tug – turn to 112.
19 Will you choose:
The right hand amulet? Turn to 171 The centre amulet? Turn to 161 The left hand amulet? Turn to 4
20 The box is not locked, and very cautiously, you lift the heavy, golden lid. But you have not opened it more than a tiny crack when a jet of fire shoots forth from the box, striking your left cheek and burning it – lose two Strength points.
You leap back and draw your sword, as the lid of the box is thrown open by the thick coils of a golden Asp. It opens wide its hissing jaws and spits out another jet of fire which you narrowly manage to avoid. This is the Uraeus of Ra which spits fire to destroy its wearer’s enemies. If you can subdue the sacred Asp and thereby become its master, it will be a great weapon for you. To subdue it, you must fight it as normal until its Strength is reduced to zero. This does not mean you have killed it, as it is Immortal, but it will from then on regard you as its master. Dexterity Strength SACRED ASP: 10 8
If you win, turn to 36. 21
You push firmly against the left hand door, but it seems to be stuck. Will you try and prise it open with
your sword? – turn to 84; or, take a run at it and try to jolt it open with your shoulder? – turn to 221.
22 As you stumble to your feet and look around, you be-come aware of faint noises behind you. A chill wind blows on your neck, and there is a grating, hissing sound, like ice evaporating in a storm. You make no move for a moment, and then turn slowly to face a creature whose oversized almond eyes begin to glow, as it fixes its gaze on you. The crumpled, upturned features, flared ears, and elongated wings identify it as Spath-Toloth, mentioned only briefly in Saal Merik‟s diary, but considered an eternal enemy of the living.
As it opens its jaws, spiked teeth unfold, and viscous white fluid escapes from its mouth. Its powerful arms reach out for you, as its hypnotic gaze holds you rooted.
Dream-like, Spath-Toloth approaches, achingly slowly; your mind is working, but your body will not respond. As the burning-cold breath of Spath-Toloth touches your face, his arms about to embrace you, you close your eyes and raise your sword, sluggishly and hopelessly. But, as you do, your sword bites into your hand – blood flows, and, as though a spell has been released, you recognise the enemy facing you. You feel that, for a short time, your soul had been stolen – but now you are in control again. Spath-Toloth stands directly before you, his arms still outstretched. Although strong, and with a tough skin, Spath-Toloth has no defence against your sword. His only weapon is the powerful blows he can direct against you. from his enormous fists. Your spirits suddenly lifted, you close with him.
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Dexterity Strength SPATH-TOLOTH: 9 12
If you win, turn to 37.
23 You recall Hapi‟s words – when faced with a choice of three, choose always the centre one. You judge you can manage to carry the weight of just one statue, without being encumbered too much, so you follow Hapi‟s advice and take the statue of the cat – turn to 74.
24 You have no choice but to fight Apep with your sword. If you have an Amulet of the Eye of Horus, you can add one onto your Dexterity for this battle. Dexterity Strength APEP: 8 12
If you win, turn to 193.
25 The scales tilt slowly up and down until your side falls down the heavier. The ibis-headed man makes a note on his palette and announces: “You have been weighed against Truth and found wanting. Your life is forfeit to Ammit, Devourer of the Dead,” and he indicates to the fearsome beast that crouches behind the scales. At once, the unnatural creature leaps towards you, its crocodile jaws grinning evilly and its razor sharp lion‟s claws ready to rake your flesh! You jump down from the scales and draw your sword ready to defend yourself. Dexterity Strength AMMIT: 10 12
If you win, turn to 75.
26 You go through the North door into a low corridor that leads North and then East and soon ends at a low open doorway. You stoop down and walk through into a long room – turn to 126.
27 You are at a junction. Will you go:
North? Turn to 224 East? Turn to 56 South? Turn to 96 West? Turn to 147
28 More confident this time, you speak the second name inscribed on the golden object that you carry; “Khutchethf!” At once, the figure bows and steps aside, and the gate before you swings silently open. You walk quietly through and continue on your way North – turn to 97.
29 If you have an Amulet of the Eye of Horus, you may add one onto your Dexterity for these battles.
Dexterity Strength FIRST STATUE: 7 10 SECOND STATUE: 9 8
If you throw 12 when calculating your Fighting Power, you have managed to strike the statue with your torch, setting it alight. This immediately reduces the statue‟s Strength to zero. If you win, turn to 79.
30 To your relief and delight, all four statuettes glow with a sudden burst of light, and then a doorway outlined in silver appears in the East wall. You hurry over to it, and it swings open as you approach – turn to 225.
31 The removal of the jewel has triggered a hidden mechanism in the statue‟s arm, causing its raised sword to fall heavily downwards. You just manage to dodge aside in time, as it clangs down, biting into the stone floor with a shower of sparks. You wait for your beating heart to calm, relieved at your narrow escape, and then turn to leave. Will you go through:
The North door? Turn to 13 The West door? Turn to 15
32 The claustrophobic passage heads West for a little while and then turns to the North. As you round the corner, you find yourself suddenly face to face with a huge, dark man, who glares at you from under shaggy black brows. He holds an unsheathed sword in his paw-like hand, and the blade glints evilly in the red torch-light. You notice that he also carries a large, apparently empty sack, which he evidently had hoped to fill with treasures from the Pyramid. He is most displeased that you have discovered him in the process of tomb-robbing, and abruptly lunges at you with his scarlet blade. You must fight him for your life! Dexterity Strength TOMB ROBBER: 9 14
If you win, turn to 49.
33 As soon as you touch the jackal-headed jar, to your amazement it begins to expand up and out from the chest. Its shape wavers and shimmers and gradually transforms into a humanoid who has the body of a man but the head of a jackal. You draw your sword, but he makes no threatening moves and instead speaks to you in a low, hissing growl:
“This I am permitted to tell you: I am Duamutef, son of Horus, who watches with Neith. Beware the animals of the desert in whose bodies the followers of Seth take refuge.”
After delivering this strange and cryptic message, Duamutef vanishes in a swirl of blue mist – turn to 121.
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34 After defeating the jackal, you may restore one Charm Point. You now press the right eye on the stone sarcophagus – turn to 72.
35 You recall Hapi‟s words about decision-making when faced with a choice of three, and so you take the centre Amulet – turn to 161.
36 You have successfully subdued the golden Asp, which now lies placidly at your feet. You may now, if you wish, wear it around your head as your Uraeus to protect you – turn to 93. Or, if you prefer to leave the Asp alone and see if there is anything else in the golden box, turn to 123; or leave through the North door – turn to 191.
37 After defeating the beast you may restore two Charm Points. The top of the pit is about eight feet above you, and with a supreme effort you manage to haul yourself up onto the narrow ledge that runs around its rim. The pit takes up almost the entire floor of this small square room, the ledge above it leading to a door in the North wall, opposite the one you entered by. With great care, you make your way along the ledge till you come to the North door, which opens easily and you step through – turn to 191.
38 You go through the door into a large room, the floor of which is more than half taken up by a dark, rectangular pool. A narrow channel of water runs from the pool across the floor, to disappear into a tiny opening at the foot of the East wall.
There are two doors in the South wall, another in the West wall and a fourth in the North. Between the doors, the walls are covered in hieroglyphs and pictures, so faded they can hardly be seen. Only one collection of symbols can be clearly made out, as if someone has recently restored them, and as you examine them, you suddenly realise they are part of the hieroglyphs that abate the Curse:
Underneath is the barely readable word, “Ruler”, and you wonder who could have been here before you to translate these symbols. As you carefully copy
them into Saal Merik‟s book, you hear a faint rippling from the pool behind you, and whirl around to see a monstrous serpent dragging its glistening dark coils from the water. This is the serpent Apep, Eternal Enemy of the Sun! Are you wearing a golden Uraeus? If so, turn to 85. If not, turn to 24.
39 You go through the North door into a short, North-
heading passage that soon ends in a T-junction. Opposite is a door set into the North wall. Will you go:
East? Turn to 223 West? Turn to 195 Or will you open the door in the North Wall? – turn
to 210.
40 You return West and soon arrive back at the doorway in the North wall and the junction South opposite it. You may now go through the North door – turn to 210; or, if you have not previously been this way, ex-plore along the passage West – turn to 195.
41 You are at a turning. Will you go:
East? Turn to 77 South? Turn to 196
42 You are at a junction. Will you go:
North? Turn to 187 East? Turn to 207
43 Suddenly, the cat stiffens. It begins to back away from you, hissing fiercely and arching its back, as if it has detected something evil about you. Lose two Charm Points. If you wish to keep the statue, remembering it may aid you in some way, turn to 129. If you would rather discard it, turn to 149.
44 You arrive back at the T-junction and this time go East – turn to 169.
45 The Mummy does not move as you approach it, and when at last you stand before it, you strike its foul head from its rotting body with a mighty sweep of your sword. At once, the red fire dies in its eyes, and you grimly finish the task by slicing the rest of the mummy‟s body to pieces. Restore one Charm Point.
You are right next to the North door now, and you hurriedly leave through it before you can awaken any more of the rotting undead – turn to 13.
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46 With as much courage and conviction as you can muster, you hurriedly shout out the words that abate Seth‟s Curse:
“O, Osiris, Ruler of Eternity, Horus shall destroy Seth!”
At once, there is a blinding flash of light, that consumes the shadowy figure of Seth‟s evil spirit. As you shield your eyes with your hands, you make out the shining figure of a tall man with the head of a fal-con, standing in the centre of the light. He is dressed in shining blue and gold, and upon his head is an elaborate crown and headdress. You wonder if this is Horus the Avenger himself.
There is an anguished wail, half man, half animal in nature, as Seth‟s form shrivels in the blinding rays, twisting and fading till it vanishes completely, and at that same moment, the light and the vision of Horus vanish also.
You are left in the blackness, blinking your watering eyes, waiting for your vision to adjust again. When at last you can make out your surroundings, you head triumphantly towards the far door in the North wall. The feeling of oppression has been lifted from the room, and your torch flame burns strongly for the first time since you entered the secret part of the pyramid. You kick open the north door, feeling sure that the treasures of Ptah-hotep are now yours! – turn to 140.
47 The figures of Seth and Isis glow with a warm, silver light when you place them on their centre squares, but as you put down Horus and Osiris, a violent stab o£ pain shoots through your body and they remain dull and black. Lose two Strength points for wrongly placing Horus and two more for wrongly placing Osiris. Will you now try:
Seth Horus Osiris Isis Turn to 120
Osiris Isis Seth Horus Turn to 30
Osiris Horus Seth Isis Turn to 59
48 The removal of the jewel has triggered a hidden mechanism in the statue‟s arm, causing its raised sword to fall heavily downwards, biting deep into your right shoulder. Lose four Strength points and two Dexterity points. If you are still alive, you may now leave through either the North door – turn to 13; or the West door – turn to 15.
49 You search the Tomb-Robber, but all you find are a couple of Ushabti figures at the bottom of his sack. These are miniature statues of Ptah-hotep that were supposed to perform the tasks required of the dead king in the Afterlife.
You continue along the passage North until it turns East and opens out into a large, square room – turn to 131.
50 If you have lost any Charm Points, turn to 102. If you have not lost any, turn to 82.
51 Which door will you choose?
The right hand one? Turn to 201 The middle one? Turn to 73 The left hand one? Turn to 21
52 Cautiously, your backpack held high so as to try not to get it too wet, you wade out into the dark pool. The water is so cold your limbs ache at its touch. It moves sluggishly about you, thick and black, as if much denser than pure water – but when its droplets fall from you they are clear as those from a mountain spring.
The pool is deeper than you anticipated, and you will have to swim the short distance to the other side. Do you have the wax crocodile with you? If so, turn to 8. If not, turn to 94.
53 You go through into a narrow corridor that leads East for some distance and ends at a large stone door. Will you open the door? – turn to 38; or return to the room with the pools and go through the North door there? – turn to 26.
56
54 The feather is a work of art, slender and delicate, and seems to be modelled on the ostrich feather that you have noticed many times in paintings on the Pyramid walls. It is obviously of great value. Will you take the feather? If so, turn to 185.
Of, if you have not already done so, examine the gratings – turn to 205. Or will you leave this room? – turn to 220.
55 Your mind struggles against the magical lure of the music, and with a concentrated effort of will, you suddenly snap out of the enchantment that the music has cast upon you. As if she has sensed this, the woman hesitates and the music stops. Then to your astonishment, the woman gradually fades away into the blackness, but before she vanishes complete-ly, you are sure that you glimpse the shadowy figure of a mighty golden lion standing in her place.
You venture cautiously forward, but are surprised to discover that the passage soon ends at a blank wall. There are no indications of any hidden doors, so you turn around and go back West – turn to 67.
56 You are at a turning. Will you go:
South? Turn to 127 West? Turn to 27
57 As the third door-keeper falls dead at your feet, the gate before you swings open and you step over the body to walk through into the blackness beyond – turn to 69.
58 You ask him how you can help and he tells you that he will live as long as the white flame burns in the dish before him.
“But that burns eternally,” he says. “It can only be extinguished by one thing.”
You ask what that thing might be, and he replies, “Blood.”
You swallow nervously and ask what he has in mind.
“Just a few small drops,” he tells you. “That is all that is required to put out the flame. It cannot be my own blood. That is the curse of it, or I would have bled myself to death over its sickly glow centuries ago. Will you help me?”
Will you agree to help the old man in this manner? – turn to 217; decide that he is just a crazy old man and leave him? – turn to 139; or strike him with your sword? – turn to 130.
59 The figures of Seth and Osiris glow with a warm, sil-ver light when you place them onto their centre squares, but as you put down Horus and Isis, a violent stab of pain shoots through your body and they remain dull and black. Lose two Strength points for wrongly placing Horus and two more for wrongly placing Isis. Will you now try:
Horus Isis Seth Osiris Turn to 47
Seth Horus Osiris Isis Turn to 120
Osiris Isis Seth Horus Turn to 30
60 There are two doors out of the room, one in the West wall and another in the North. Will you go:
North? Turn to 13 West? Turn to 15
61 The passage goes East for a short distance and then turns North. There are some faded hieroglyphs on the right hand wall, and you can just make out the pictures . . .
Beneath this group of hieroglyphs, the word “Seth” has been scratched into the stone wall. This is one of the words of the hieroglyphs that abate the Curse and you make a note of it in Saal Merik‟s diary before proceeding on your way. The passage contin-ues North for a short while, then turns West and opens out into a large square room – turn to 131.
57
62 As soon as you touch the hawk-headed jar, to your amazement it begins to expand up and out from the chest. Its shape wavers and shimmers and gradually transforms into a humanoid who has the body of a man, but the head of a hawk. You draw your sword, but he makes no threatening moves, and instead speaks to you in a clipped precise tongue:
“This I am permitted to tell you. I am Qebhsnuf, son of Horus, who watches with Selket. The lock of Ra‟s hair cures the burns from his golden box.”
After delivering this strange and cryptic message, Qebhsnuf vanishes in a swirl of yellow mist – turn to 121.
63 Will you leave through the door you entered by and go back West? – turn to 122. Or leave through the North door? – turn to 103.
64 You desperately search for a hidden exit from the rapidly filling room, but to no avail. This chamber will soon be your own tomb. Your adventure ends here!
65 Dripping and shivering, you make your way along the Northwards passage, until it ends in a T- junction. Will you now go:
East? Turn to 186 Or West? Turn to 176
66 The green pool has some hieroglyphs inscribed around its edge, which with the help of Saal Merik‟s notes you translate as meaning “The Great Green Lake”. As you gaze into its emerald depths, the waters seem to swirl and darken before you and then become clear – and it is as if you are looking through a window into another world. Throw one dice.
If you throw 1 Turn to 86 If you throw 3 Turn to 145 If you throw 5 Turn to 95 If you throw 2, 4, or 6 Turn to 125
67 You soon arrive back at the junction off to the South, but you continue West along the passage – turn to 176.
68 You stare at the old man in astonishment, not sure whether to laugh or strike him with your sword. Seeing the surprise and confusion on your face, the old man gives a sad smile.
“See how fallen are the mighty!” he laughs bitterly. “This is my punishment – imprisoned in a tomb but unable to die. I am tired of life. Will you kill me?”
If you agree to his request and wish to learn how to kill this man who cannot die, turn to 58.
If you think he is not Seth but a tired old madman
and decide to leave him, turn to 139. If you wish to strike the old man with your sword,
turn to 130.
69
You continue warily along the passage North, but to
your relief you do not encounter any more gates.
Eventually, the passage comes to an end at a T-
junction. Will you go:
East? Turn to 169
West? Turn to 198
70
Dexterity Strength
SETH (in the form of
the Typhonian
animal): 10 12
Since Seth in this form has both claws and teeth,
he has two attacks each round instead of just one.
Calculate your Fighting Power as normal, but when
it is Seth‟s turn, you must calculate his Fighting
Power twice for each round, to see if he has wounded
you with both his claws and his teeth.
If you win, turn to 80.
71
The stairway goes upwards for quite some distance,
and your legs ache wearily by the time you get to the
top. You emerge out into a small, stone chamber,
which has no other exits. The walls are covered with
faded paintings of humanoids that have the heads of
animals. Against the East wall is a large chest,
decorated with hieroglyphs and other strange sym-
bols, but dominated by the painting of a large,
stylized eye. Will you:
Try to open the chest? Turn to 81
Go back West down the stairs and investigate
North? Turn to 16
72
As you press the right eye, you hear a grinding sound
to the North, and you jump up to see that the stone
block of the jackal statue is sliding slowly to one side.
You hurry North into the chamber of the jackal, and
see revealed a dark staircase that had been hidden
under the block of stone!
You cautiously venture down the stairs and come
at last to Saal Merik‟s hidden door. There, upon its
58
surface, are the warning hieroglyphs, inscribed
centuries ago by Akhemu Seku. Although you are
well aware of the nature of the warning, beyond this
door lies the challenge and adventure you seek.
Without any hesitation, you reach out and touch the
door. Instantly, it slides to one side, as if it has waited
throughout the centuries for the touch of one who
dares to challenge the warning it bears.
Beyond is a dark passage, and as you step through,
the door slams shut behind you with a sound like
that of the lid falling on a stone coffin – turn to 50.
73
You open the door and go through into a small,
square room which has one other door on the North
wall. The room is empty except for a large, golden
box in the centre of the floor. Do you wish to open
the box? – turn to 20. If you would rather leave the
room through the North door, turn to 191.
74
The golden cat is quite heavy, but not very big, and
will easily fit in your backpack. Before you pack it
away, however, you notice that the statue has two
strange names carved upon the bottom: “Semenai”
and “Khutchethf‟. Add one to your Charm Points.
You make a note of these words in Saal Merik‟s
diary, and then investigate through the doorway to
the North – turn to 203.
75 Abruptly, you are standing confused and disorientat-ed beside the pool, Millions of Years. You shake your head in disbelief, trying to decide whether what you experienced was illusion or reality. You have no answers to your questions, so you may now, if you wish, leave this room – turn to 212. Or, if you have not already done so, examine the green pool – turn to 66.
76 You continue to approach the woman, and as you draw near, she holds out in her left hand a golden plate, upon which is a small loaf of bread and a cup of clear water. You previously had not noticed she was carrying these items and you wonder how she has suddenly caused them to appear. Your mind, however, is so filled with the strange, unearthly music, you cannot seem to clearly focus your thoughts.
“Eat, Stranger,” the woman tells you in a voice that is a velvet-soft whisper. “And I will lead you to the Fields of Peace.”
Are you wearing a golden ostrich feather? If so, turn to 107. If not – turn to 156.
77 You are at a junction. Will you go:
North? Turn to 166 South? Turn to 148 West? Turn to 41
78 You do not know the name of the third Door-keeper, and keeping a wary eye on the lion-headed figure, you try to edge past him, your sword gripped firmly in your hand. The creature utters a low, menacing growl and then leaps towards you, its deadly jaws eager to tear your flesh! Dexterity Strength THIRD DOOR-
KEEPER: 9 10 If you win, turn to 57.
79 You have managed to defeat the two statues, and as they fall burnt and broken to the floor, you notice that they are hollow. If you wish to break open the statues to see if they contain anything, turn to 180. If you prefer to leave through the North door, turn to 150.
59
80 You have reduced Seth‟s Strength points to zero, yet you cannot kill him in this way with your sword because of his immortal nature. His black spirit is still alive, and it leaves the body of the animal to hover in front of you in the form of a dark man with the head of the beast you have just slain.
“Hear me now, mortal,” Seth hisses. “You have defiled my tomb and now I lay upon you and your world my Curse!”
You must act quickly. Do you know the full translation of the hieroglyphs that abate the Curse of Seth? If so, count the letters of the translation, add three and turn to that number. If not, turn to 14.
81 The lid of the chest is not tightly secured, and you raise it with little effort. Inside you see four stone jars, the tops of which are carved into the likenesses of four creatures – a jackal, a dog, a human, and a hawk. Will you open one of the jars? – If so, turn to 91. Alternatively, go back West down the stairs and investigate the North staircase there? If so, turn to 16.
82 As you walk through the doorway, you notice something glittering in the dark dust at the foot of the door. You bend down to retrieve the object and see that it is a golden ring, set with a single pearl that glows like moonlight in the light from your torch. Add one onto your Charm Points. You place the ring carefully into your backpack and proceed on your way – turn to 102.
83 You recall Hapi‟s words that when you are faced with a choice of three, you must always choose the centre one, so you decide to go through the middle door – turn to 73.
84 You place your sword in the crack of the door and use it as a lever to prise open the door. Throw two dice. If the numbers add up to the same as or less than your Charm Points, turn to 182. If they add up to more than your Charm Points, turn to 211.
85 Instantly, the golden Asp around your head shoots forth a jet of fire, bathing Apep in flames. The serpent falls back into the black pool, the hissing of its pain drowned by the hissing of the fire as it meets the dark water. Apep re-emerges, badly burnt and much weakened, and as the Uraeus does not strike again, you must finish him off with your sword. Dexterity Strength APEP: 6 4
If you win, turn to 193.
86 Instead of green liquid, you see in the pool a mighty throne of black marble. To either side of this is a bra-zier of burning coals and in their blood-red light, you can see that there is a dark figure seated upon the throne. Then the figure gets to its feet, so that in the red light you can see that it is a tall man whose head is in the form of a snarling beast with a thin snout and fiery eyes.
Slowly, the man turns to look at you until his burning eyes seem to bore straight into your heart. Lose four Charm Points. You stagger back from the pool, chilled to your soul, and when you get up the courage to glance back into the “Great Green Lake”, the image has gone – turn to 164.
87 You return East and arrive back at the junction South opposite the doorway in the North wall. Will you:
Go through the North door? Turn to 210 Continue East? Turn to 223
88 As the stone door closes behind you, you stand up and brush the clinging sand from your clothing. You are at the South end of a North-heading passage which is soaked in darkness. You have previously lit your way with the torch you carry, but now your flickering torch flame has little effect against the impenetrable blackness of this chilling passageway. Are you carrying the statue of the Typhonian animal? If so, turn to 209. If not, turn to 197.
89 You do not know the name of the second Door-keeper any more than you knew the name of the first, and realise that you will have to fight this creature to proceed. Dexterity Strength SECOND DOOR
KEEPER: 7 8 If you win, turn to 11.
60
90 You have taken only a few steps into the room when the marble paving stone you have just stepped on sinks a little way into the floor. You realise it must have triggered some hidden mechanism, for at that same moment, the lid of one of the sarcophagi near to the North door creaks open. You freeze in your tracks, hardly daring to breathe as from out of the sarcophagus shuffles a grey bandaged figure. You have heard rumours in the past of the mummified dead coming back to life, and had always scoffed at such stories, but now as you face the awful truth of those tales, the blood runs cold in your veins.
The figure is shrouded in the stench of death and the overpowering smell of rotting flesh churns your stomach. It turns its hollow eye sockets to face you, and as its undead gaze falls upon you, you feel as if the shadow of Death has been cast over you – lose one Charm Point. Then a blood red fire kindles in the Mummy‟s hollow eyes, bathing you in ruby coloured light. At once, a feeling of weakness washes over you – Lose one Strength point. You realise that this is the Mummy‟s form of attack – a Strength Drain!
From the tales you have heard, you know that to destroy the monster you have merely to slice its head and limbs from its body with your sword – but you have to get to the Mummy first! There are six paving slabs between you and the Mummy. Each time you step on a slab, throw two dice. If the numbers on both dice add up to the same as or less than your Strength points, you may proceed safely onto the next slab and throw the dice again. If, however, the numbers add up to more than your Strength points, the Mummy‟s Strength Drain has weakened you and you must take two off your Strength before you step onto the next slab. If you are still alive after stepping on all six slabs, turn to 45.
91 Will you open the jar with:
The jackal head? Turn to 33 The dog head? Turn to 111 The human head? Turn to 101 The hawk head? Turn to 62
92 Taking a deep breath, you push the door with all your strength, but it does not budge. As you press closely against its icy surface, you notice, however, a few worn hieroglyphs scratched faintly into the smooth stone. Holding your torch closer, you are just able to read:
. . . and underneath, even more faintly, are the age-
worn letters “Horus shall destroy”.
Excitement grips your heart, as you suddenly
realise that not only does this translation show that
you are not the first explorer to venture into the
Pyramid, but also you have learnt part of the
meaning of the hieroglyphs which abate the Curse!
Carefully, you make a note of the translation in Saal
Merik‟s diary.
Will you now:
Pull the rusty chain? Turn to 18
Go back West? Turn to 122
93
You gingerly pick up the golden Asp and lift it up so
that it can wind itself around your forehead. Do you
now wish to see if there is anything else in the box? If
so, turn to 123 – or leave through the North door? If
so, turn to 191.
94
To your intense relief, you make it safely to the far
side, and drag yourself from the clinging black water
to continue along the North passage – turn to 65.
95
Instead of green liquid, you see in the pool the image
of a tall woman with long black hair, dressed in a
white robe. In her right hand she carries an unusual
musical instrument consisting of a wooden frame
fitted with loose strips of metal and jingling coloured
discs.
She looks straight at you from the depths of the
pool and beckons to you, but you are filled with a
sudden inexplicable feeling of dread, and tear your
eyes away from hers. When you glance back into the
pool, the image has vanished – turn to 164.
96
You are at a junction. Will you go:
North? Turn to 27
East? Turn to 127
South? Turn to 207
West? Turn to 187
62
97
Once again, you have not gone far along the passage
before you come upon a third gate. This time, the
guardian is a figure in golden robes with the head of
a lion.
“I am the Third Doorkeeper,” he snarls, his eyes
burning gold in the dim torchlight. “If you wish to
pass through this gate, you must first speak my
name.”
Do you have a golden staff? If so, turn to 179. If
not, turn to 78.
98
You have difficulty pushing open the door, which
grinds reluctantly on its hinges. You enter a small
room, thick with black shadows, and your torch
flickers alarmingly as if struggling for oxygen to burn
in. There is one other door out in the North wall,
and as you head towards it, one of the black shadows
starts to move.
You freeze in your tracks, gripping your sword and
holding your torch higher. An icy shudder passes
through you, as you realise that buried in the room‟s
dark shadows is a Giant Scorpion, black as pitch,
with huge claws and a barbed tail, the slightest touch
of which would fill you with deadly poison. You
have no chance to retreat as the Scorpion attacks!
Dexterity Strength
GIANT SCORPION: 10 12
If you throw 12 when calculating the SCOR-
PION‟S Fighting Power, the monster has scored a
hit with its tail, injecting you with its black poison
and killing you instantly.
If you win, turn to 160.
99
The statue of the Typhonian animal gives you power
against Seth. Normally Seth would be able to
damage you twice per round because he has both
claws and teeth. The statue, however, reduces his
number of attacks to one per round. Fight him,
therefore, as you would any normal opponent.
You may also add two onto your Dexterity for this
battle.
Dexterity Strength
SETH (in the form of
the Typhonian
animal): 10 12
If you win, turn to 80.
100
You dig the point of your sword into the narrow
crack around the glittering jewel, and, to your
surprise, the black diamond easily flips out into your
hand. Throw two dice.
If the numbers on both dice add up to the same as
or less than your Charm Points, turn to 31.
If they add up to more than your Charm Points,
turn to 48.
63
101 As soon as you touch the human-headed jar, to your amazement, it begins to expand up and out from the chest. Its shape wavers and shimmers and gradually transforms into a man whose head is identical to that which was on top of the jar. Your draw your sword, but he makes no threatening moves, and instead speaks to you in a sighing whisper:
“This I am permitted to tell you. I am Imsety, son of Horus, who watches with Isis. The eye that you must press is the one on the right.” After delivering this strange and cryptic message, Imsety vanishes in a swirl of white mist – turn to 121.
102 You venture beyond the doorway into a low, musty corridor that heads North for a short distance and then ends in a T-junction. Will you go:
East? Turn to 132 West? Turn to 181
103 The North door is very slightly ajar and you can just get your fingertips into the open crack. You pull on the door as best you can, and manage to drag it open a little more, so you can get a better grip. You heave on the door with all your strength, and with a grinding shudder, it opens enough for you to squeeze your body through.
You enter a room that is much smaller than the Hall of the Sphinx. It has no opening for sunlight to brighten its gloomy corners, and you hold your torch higher to view your surroundings better. Then abruptly, the door behind you slams shut with a shuddering boom. You whirl around and probe its unyielding surface, but discover no means of open-ing it on this side. With a sinking heart, you see that there are no other doors out of the room, and as you begin to methodically search for some indication of a secret door, you suddenly hear the faint dry trickle of falling sand.
With rising panic, you look up to see a number of tiny slit-like openings high up in the walls of the room, and through these filters an unceasing stream of dark sand. Turn to 64.
104 As soon as you touch the lock of hair, all the burns that the golden Asp inflicted upon you are magically healed! You may restore your Strength points to what they were when you first entered this room. Will you now, if you have not already done so, examine the golden staff? If so, turn to 7. Alternati-vely leave through the North door? Turn to 191.
105 The wax crocodile is amazingly life-like, and as you examine it, it almost seems to be staring back at you through its pale, blind eyes. You put the wax crocodile into your backpack, but it is a bit too long to fit in properly, and its waxen head sticks well out of the top of your pack. You take one last glance at the other two statues, and then investigate through the doorway North – turn to 203.
106 The scales tilt slowly up and down until they finally hold steady and level. The ibis-headed man makes a note on his palette and announces:
“You have been weighed against Truth and found not wanting. You may return.”
Turn to 75.
107 Charmed by the woman‟s golden voice and the enchanting lure of the music, you are about to take the bread from the tray when there is a sudden burning pain in your throat. Instantly, the spell is broken, and you snatch your hand back, leaving the bread and water untouched. Keeping a wary eye upon the woman, you reach up to take the golden feather from the clasp of your cloak, as it is this that is burning against your throat.
As soon as you touch it with your hand, you somehow know the true meaning of the woman‟s words: The Fields of Peace is the Afterlife of the Gods, and if you had consumed the bread and water, your mind would be lost and you would become a servant of the Gods forever. Seeing the feather, the woman bows her head slightly.
“I cannot stand against the Feather of Truth,” she says, and then slowly fades away into the blackness. But before she vanishes completely, you are sure that you glimpse the shadowy figure of a mighty golden lion standing in her place. You venture cautiously forwards, but are surprised to discover the passage soon ends at a blank wall. There are no traces of any hidden doors, so you turn around and go back West – turn to 67.
108 You continue North along the stifling dark passage, and very soon come across another gateway, exactly the same as the one you have just passed through. The guardian of this one, however, is a white-robed man with the head of a falcon. He steps from out of the consuming blackness into your feeble torchlight and holds up a warning hand. When he speaks, the words are faint and distorted and you can only just make them out:
“I am the second Doorkeeper. If you wish to pass through this gate, you must first speak my name.”
Do you have a golden staff or the golden statue of a cat? If so, turn to 28. If not – turn to 89.
64
109 You make your way over to the North door, watched silently by the painted eyes of the dead. You feel a presence in the room – the lingering evil of something not quite dead; that should have departed this life aeons ago, You shudder. Lose one Charm Point. Eager to leave the scrutiny of the sarcophagi, you hurry out through the North door – turn to 13.
110 You enter a low corridor that heads North for quite a short distance and then turns‟ West. Quite soon, it opens out into a narrow room, filled with what at first sight appears to be a load of old; junk. Empty crates, large stone coffins (also empty, you are relieved to notice!), numerous small wooden carvings of men and animals and figures which are‟ not quite human. Of particular interest are two large, stone statues of armed fighters against the South wall: One holds a broken sword out before him in an attitude of surrender, while the other has his sword raised high above his head, his faced carved into an eternal cry of rage.
Something glinting in the forehead of the latter statue catches your eye, and you walk over to investigate. Set into the statue‟s stone helm is a huge black diamond of priceless value. Never have you seen a stone of such size and quality. Do you wish to try to prise the jewel from the statue‟s helm? If so, turn to 100. If not, turn to 60.
111 As soon as you touch the dog-headed jar, to your amazement, it begins to expand up and out from the chest. Its shape wavers and shimmers and gradually transforms into a humanoid who has the body of a man but the head of a dog. You draw your sword, but he makes no threatening moves, and instead speaks to you in a rough growl:
“This I am permitted to tell you. I am Hapi, son of Horus, who watches with Nephthys. When you have a choice of three, choose always the centre one.” After delivering this strange and cryptic message, Hapi vanishes in a swirl of green mist. Turn to 121.
112 Instantly, as smoothly and as silently as if it had been built only yesterday, the stone door slides open to reveal a huge room beyond. You step through into a beam of dazzling light, and squinting in the bright-ness, you peer upwards to see an opening in the misty ceiling, far, far above you. Through this streams a narrow beam of golden sunlight, filled with dancing dust motes, disturbed by the opening of the door. You step out of the sunbeam, and as your eyes adjust, you are filled with amazement and awe at the sight before you.
The room is almost entirely filled by a huge, stone Sphinx: Its gigantic lion‟s body rests magnificently upon giant stone platform, its mighty paws lying only a few feet away from you. Its head is crowned
65
with an ornate headdress of blue and gold, and its wisdom-filled eyes gaze eternally upon the doorway through which you have just entered. The only other exit is through a door in the North wall.
As you gaze in awe upon the immense stone creature before you, you are suddenly aware of an almost inaudible whisper echoing eerily about you. The whispering gradually forms into words and seems to have no definable source, apparently originating in the very air around you:
“If you would the ancient magic seek, First you must climb upon my time-worn brow. But only when the sun sinks dying to the West Will you find the things I speak of now. The last rays of the sinking sun Will light upon a star above my eyes, Set just inside the headdress of the crown, Which you must loosen to obtain the prize.” After the voice has finished speaking, you notice that
the narrow sunbeam has moved so that it now falls upon the Sphinx‟s giant head. Will you climb onto the Sphinx and try to discover the meaning of this riddle? If so, turn to 5; or will you leave this room? – turn to 63.
113 In desperation, you take out the ring, and in the light of your torch, the moonlight pearl glows brightly. With its unearthly radiance, you can now make out that the walls of the room are completely covered by silvery hieroglyphs and, to your intense relief, you can also see the faintly glowing outline of a door to the North. You hurry to investigate, and with the help of Saal Merik‟s notes, decipher the hieroglyphs on the door which tell you the exact spot to press and trigger the hidden mechanism to open it – turn to 6.
114 The passage heads East for a short distance and then turns North. Quite soon it ends at a small doorway, decorated with pictures of colourful animals and a great many hieroglyphs. Do you wish to open the door? – turn to 154. Or retrace your steps to the other passage and continue North? – turn to 144.
115 You decide to ignore the South doors, as they would lead you back towards the part of the Pyramid you have already explored, so you leave through the door in the North wall – turn to 39.
116 You recall instantly the feeling of dread when you saw the image of this woman in the green pool. Trusting in your instincts and the warning that the pool seemed to have given you, you turn around before the woman reaches you and hurry back West – turn to 67.
117 You are in a North-South corridor. Will you go:
North? Turn to 215 South? Turn to 218
118 The statues stand slightly larger than man-size, and are identical. They are of a tall, broad-shouldered man with commanding features and powerful- looking limbs. Turn to 199.
119 To your horror, the old man‟s skin begins to writhe. His body arches over onto all fours, his nose and mouth elongate, and his bones crack and twist horribly. Thick, black hairs ooze from every pore. He gives a contorted scream of agony and rage as the transformation draws near its end, and you find yourself facing a huge, black jackal-like creature, with a thin, curved snout, straight, square-cut ears and a stiff, forked tail. This truly is Seth, and you must fight him to the death.
If you have the statue of the Typhonian animal, turn to 99. If you do not, turn to 70.
120 You have placed all four statuettes on the wrong squares and four sharp stabs of pain shoot through your body. Lose two Strength points for each statuette you placed wrongly (i.e. lose eight Strength points altogether). Will you now try:
Horus Isis Seth Osiris Turn to 47
Osiris Isis Seth Horus Turn to 30
Osiris Horus Seth Isis Turn to 59
121 At that same moment, the other three jars vanish also, leaving the chest before you completely empty. Puzzling over what you have seen and heard, you go back West down the stairs to the room at the bottom and then make your way down the North steps there – turn to 16.
122 You head back West until you arrive once more at the T-junction, but you ignore the way South and continue Westwards – turn to 181.
123 The lid of the box has been thrown open by the Asp, and you look inside to see a long, golden staff and a shining lock of hair. Have you spoken with Qebhs-nuf, the hawk-headed son of Horus? If so, turn to 172. If not, turn to 162.
66
124
Although small, the statue is very heavy and deathly cold when you pick it up. Its jet black eyes glitter darkly in the flickering torchlight, and as you study it, a slight shudder passes through your body – lose two Charm Points. This is the symbol of Seth himself, known as the “Typhonian animal”. Al-though it may help to protect you against Seth‟s dark magic, its evil will taint your soul, and in possessing it, you may fall under Seth‟s domination and could lose your will to his command. It is for you to decide whether to risk keeping it or not.
If you do wish to keep the statue, you may put it in your backpack, and then investigate through the doorway North – turn to 203.
If you do not wish to risk carrying the statue with you, you may choose either the cat – turn to 74, or the crocodile – turn to 105.
125
Instead of green liquid, you see in the pool the image of a tall, ebony pillar which seems to be standing in some sort of great hall. The pillar has some hieroglyphs engraved into its glossy surface and you recognise them as being part of the words that abate the Curse:
Instantly, you know their meaning, as surely as if someone had suddenly whispered the words into your ear: “of Eternity”. You quickly write them in Saal Merik‟s diary and when you look back into the pool, the image has vanished – turn to 164.
126
The room you enter has four small doorways, one in each wall. The East and West are open, but the North and South doorways are barred by thick iron gratings. In the centre of the room is a tall pedestal, on top of which is a beautiful feather made of finely spun gold and silver. Will you:
Examine the feather? Turn to 54 Examine the grating barring
the North and South doorways? Turn to 205 Leave this room? Turn to 220
127
You are at a junction. Will you go: North? Turn to 56 East? Turn to 196 South? Turn to 214 West? Turn to 96
128 As you deliver the final death stroke, the iron gate behind the Doorkeeper swings silently open, and you walk quickly through – turn to 108.
129 The cat gives a loud hiss, then turns and vanishes once more into the shadows. You continue on your way West, and quite soon the corridor turns North, and then opens out into a small room – turn to 159.
130 With one swift movement, you raise your sword and bring it down upon the old man‟s unprotected head – but to your amazement the blade passes straight through without harming him!
“That wasn‟t nice,” the old man snarls, his pale eyes burning. “You‟re going to regret that!” Turn to 119.
131 The room is dominated by a huge, stone sarcopha-gus in the centre of the floor, that once contained the mummy of Ptah-hotep. The inner coffins, masks and valuable jewelry have long been removed, together with the mummy itself, and all that remains is this outer chest of stone. The walls and ceiling of the room and the stone sarcophagus itself, are decorated with pictures of animals, plants and birds, and also representations of human figures and gods, accom-panied by many hieroglyphic symbols.
In the North wall is an opening that leads through to another smaller chamber, which you can just make out contains a large, black statue of a jackal, ly-ing on a rectangular stone slab. Saal Merik‟s diary indicates that the door to the hidden part of the pyramid is concealed somewhere in the chamber of the jackal. But his confused notes seem to point to the stone sarcophagus as being the key to the opening of that door. You examine the sarcophagus more closely, and find that the painted carvings upon it are based around two large, stylized eyes. On closer examination, it appears that the eyes are slightly indented, as if they can be pushed inwards. Have you spoken with Imsety, the human-headed son of Horus? If so, turn to 151. If not, turn to 141.
132 You head East down the corridor until it ends quite soon at a large, stone door. A slightly rusty chain hangs down before the door, but other than that there is no apparent handle or lock. Will you:
Try pulling on the chain? Turn to 18 Try to push open the door? Turn to 92 Leave the door and go back West? Turn to 122
67
133
You suddenly realise that it is the gold ring set with a
pearl that the Sphinx is referring to, and you
triumphantly shout your answer into the still, dead
air. At once, the North door opens silently inwards
and you cannot resist the temptation to investigate.
You enter a room that is much smaller than the
Hall of the Sphinx. It has no openings for sunlight to
brighten its gloomy corners, and you hold your torch
higher to view your surroundings better. Then
abruptly, the door behind you slams shut with a
shuddering boom. You whirl around and probe its
unyielding surface, but discover no means of open-
ing it on this side. With a sinking heart, you see that
there are no other doors out of the room, and as you
begin to methodically search for some indication of a
secret door, you hear the faint, dry trickle of falling
sand.
With rising panic, you look up to see a number of
tiny slit-like openings high up in the walls of the
room, and through these filters an unceasing stream
of dark sand. Turn to 113.
134
The pit appears empty, but it is steeped in flickering,
menacing shadows. Unseen hatred from a powerful
spirit grasps for you, as you look wildly around. With
strength and skill born of fear, you leap to catch hold
of the edge of the pit and haul yourself out.
Shaking with effort and fear, you slowly calm
down, and look around – turn to 173.
135
You go through the door into a narrow corridor that
leads Westwards for some time, finally coming to an
end at a small stone door. The door has the paintings
of two pools upon it, one green and one blue. If you
wish to open the door, turn to 170. If you would rath-
er return to the room where you fought Apep and go
through the North door there, turn to 39.
136
You keep going West until the passage ends at a small
doorway and you will have to stoop low to pass
under it. Do you wish to go through the doorway? –
If so, turn to 126.
Or turn back along the passage and go through the
North door? – turn to 210.
137
You are in an East-West corridor. Will you go:
East? Turn to 166
West? Turn to 178
138
As you approach the door, the cat suddenly hisses a
low warning, and backs warily away from you. Its
golden eyes flicker to your left and right, then it
turns and pads swiftly away, back through the South
door. Glancing to each side of you, you get the
strangest feeling that the two statues have moved
slightly. Do you wish to open the North door? – turn
to 189; or retrace your steps South and then East,
back to the T-junction? – turn to 44.
139
You look in contempt upon the scrawny creature
before you that in its madness has claimed it is the
Immortal Enemy of the Gods. You sheath your
sword, and turn to walk past the old man towards the
North end of the room, where you think you can
make out a door in the shadows. Then from behind
you, you hear a low, menacing snarl, that could
come from no human throat, and the hairs prickle
on the back of your neck. You draw your sword and
whirl around in one swift movement – turn to 119.
140
You go through into a small chamber, which, to your
surprise and dismay, contains none of the great
treasures that you expected. Instead, there is just a
low stone pedestal, set into the top of which is a
wooden board of black and silver squares. Upon each
of the four corner squares is a tiny figure carved of jet
black stone. You instantly recognise the figure in the
top left hand corner as Seth, his beastlike head
carved into a menacing snarl. The figure in the top
right hand corner you also recognise as the being
with the head of a falcon who appeared to destroy
Seth. This, you feel, is Horus the Avenger.
The bottom right hand figure is a mummified
man, with his arms raised to cross over his chest. In
his hands he holds a crook and a flail. The fourth fig-
ure in the bottom left hand corner is that of a slender
woman with an elaborate headdress. You have seen
representations of both these figures in paintings on
the Pyramid walls, and from the notes in Saal
68
Merik‟s diary, you realise the man must be Osiris and
the woman his sister-wife, Isis. Upon the North wall of the room is a large faded
painting of the same checkered board, but with the four figures now standing in the four centre squares. The painting is so faded and cracked, however, that you cannot make out which figure is in what square, apart from Seth, who is in the bottom left. There are no other doors out of the room, and you realise that placing the four figures in the centre of the board might trigger some hidden mechanism to open a secret door. In what order will you place the figures?
Horus Isis Seth Osiris Turn to 47
Seth Horus Osiris Isis Turn to 120
Osiris Isis Seth Horus Turn to 30
Osiris Horus Seth Isis Turn to 59
141 Which eye will you press?
The right? Turn to 72 The left? Turn to 17
142 You have no idea as to what the Sphinx could be thinking of, so you may now either go back through the West door – turn to 122; or, ignore the Sphinx‟s words and go through the North door, despite the fact that you cannot answer the riddle – turn to 103.
143 You search desperately for some means of escape from the rapidly filling room, and are rewarded when your fingers brush against a hidden lever concealed in the grotesque carving.
A doorway opens in the wall to the North, and you scramble through, along with a small pile of sand, to find yourself in an East–West corridor. The door closes behind you as soon as you have passed through it, and you breathe a sigh of relief at your lucky escape – turn to 191.
144 You head North for a short distance until the passage ends at a large stone door. The door bears hieroglyphs which, as far as you can make out, seem to be some sort of warning, and there is a large painting of a black and golden cat cutting off the head of a serpent with a knife. Do you wish to go through the door? If so, turn to 38. Or, if you have not already done so, you may go back and take the passage branching off to the East – turn to 114.
145 Instead of green liquid, you see in the pool the image of a detailed map of twisting passages. So life-like is the map, you feel as if it is not a drawing, but that you are standing looking down on the area from some great height. It appears to be some kind of maze, and you just manage to note that the exit is in the South-East corner, before the image vanishes – turn to 164.
146
The musical instrument that the woman carries
makes a pleasant and strangely compelling sound,
drawing you towards her. Throw two dice and add
the numbers together. This is the Charm Score of
the Sistrum (the musical instrument). If the Charm
Score of the instrument is the same as or less than
your current Charm score, turn to 55. If it is greater
than your Charm score, turn to 76.
147
You find yourself at a dead end and have no choice
but to turn round and go back East – turn to 27.
148
You are at a junction. Will you go:
North? Turn to 77
South? Turn to 157
West? Turn to 196
149
You throw the statue to one side and the cat
cautiously approaches you again. Add one Charm
Point, and turn to 216.
69
150 You enter a narrow passage that goes North for a short distance and then turns East. Shortly after-wards, it opens out into a narrow room, the walls of which are lined with standing sarcophagi. They are mostly made of wood, and richly decorated with blues and golds, painted in the likeness of the mummified bodies they were made to contain. Their glassy eyes stare sightlessly out at you, and you feel intensely uncomfortable under their eternal painted gaze.
You see a door out in the North wall, and hurriedly begin to make your way across the paved marble floor towards it. Throw two dice.
If the numbers on both dice add up to the same as or less than your Charm Score, turn to 109.
If they add up to more than your Charm Score, turn to 90.
151 Imsety‟s words suddenly make sense to you, and you reach out and firmly press the right eye inwards – turn to 72.
152 After taking the Amulet of your choice, you climb down from the Sphinx, and then once again the eerie whispering fills the air.
“I am the Eternal Sphinx, Guardian of Ways and Keeper of Ancient Treasures. This is the third and last time that you shall hear my voice. It is my right to ask a riddle of those who wish to pass through the North door which I guard, and your answer, if correct, will help you beyond the door:
Two circles I see joined as one, One white as the moon, One gold as the sun. One from the deepest Ocean came, The other wrought with tool and flame. Tell me, what is it that I see?” Did you discover anything as you passed through
the door that led to this hidden part of the Pyramid? If so, turn to 133. If not, turn to 142.
153 You search frantically for some means of escape from the rapidly filling room, but to no avail. You are trapped forever in this tomb of sand and your adventure ends here!
154 The door opens easily at your touch and you go through into a small room. The stone walls are richly decorated with animals like those upon the door, a mixture of common creatures and fantastic compositions of mythical beasts. An open doorway leads out of the room in the North wall, and through it, you can make out the glint of dark water.
In the centre of the room are three small statues of animals. To your right is a crocodile made of pale wax; in the centre is a golden cat; and to your left is a fantastic beast carved of black stone. It vaguely resembles a jackal, but has a thin, curved snout,
straight square ears and a stiff, forked tail. Have you encountered Hapi, the dog-headed son of Horus? If so, turn to 23. If not, turn to 219.
155
The blue pool has some hieroglyphs inscribed
around its edge, which with the help of Saal Merik‟s
notes, you translate as meaning “Millions of Years”.
As you gaze into its azure depths, your vision begins
to blur and you feel suddenly dizzy. The image of the
pool, Millions of Years, grows and swirls before your
eyes, expanding to fill the limits of your vision. You
close your eyes, but the pool is still there, sparkling
and brilliantly blue. You clutch at your head and fall
unconscious to the cold stone floor – turn to 175.
156
Your will is lost to the charms of the woman‟s voice
and the enchanting lure of the music. Helpless
under her spell, you eat the bread and drain the last
drop of water from the cup. You have become the
servant of the Gods, and wherever they lead, you will
follow. You will pass beyond this life, never to
return. Your adventure ends here!
157
You are at a junction. Will you go:
North? Turn to 148
West? Turn to 10
158
You have no idea what the man‟s name could be,
and in sudden desperation, you try to dodge past
him, and force your way through the gate. The
Doorkeeper is too quick for you, however, and leaps
in front of you with his blade raised for combat. You
have no choice but to fight him!
Dexterity Strength
FIRST DOORKEEPER: 8 6
If you win, turn to 128.
70
159 There is one other door out of the room, in the North wall, and on either side of this stands a dark wooden statue. Did you encounter a Tomb-robber soon after you first entered the Pyramid? If so, turn to 168. If not, turn to 118.
160 As the Scorpion collapses at your feet, a strange white mist begins to seep out from its body. You back away cautiously, as the mist gradually coalesces into the form of a tall man with the head of a snarling beast. This image lasts only a brief moment, though, before the figure once again fades into mist, which flows away under a crack in the north door. It leaves behind, however, a small papyrus scroll, which you carefully unroll to read:
. . . and underneath is written: “The sign of my Lord, Slayer of Osiris, Adversary of Horus, Incarnation of all that is Evil: SETH!” You carefully place the scroll into your backpack and then, since it is the only other exit, you cautiously open the North door – turn to 110.
161 The smooth oval Amulet is as black as jet and carved into the form of the sacred scarab beetle. This is the symbol of the god Khepri, who embodies the Renewal of Life. If your Strength is reduced to zero, three times the scarab will return you to life with half your original Strength points – turn to 152.
162
Will you examine:
The lock of hair? Turn to 104
The staff? Turn to 7
Or leave through the North door? Turn to 191
163
You go East for a short distance, and then the
passage turns North. Quite soon afterwards, it comes
to an end at a large stone door covered in faded
hieroglyphs. Will you open the door? – If so, turn to
38; or, alternatively, go back South and follow the
passage West? – turn to 174.
164
You may now, if you wish, leave this room – turn to
212. Or, if you have not already done so, examine the
other pool – turn to 155.
165
You may now go through the North door – turn to
210, or continue East – turn to 223.
166
You are at a junction. Will you go:
East? Turn to 208
South? Turn to 77
West? Turn to 137
167
You continue along the corridor West, and the cat
pads silently after you. Do you wish to frighten it
away? If so, turn to 129. If not, turn to 216.
71
168
You recognise the statues as being identical to the
two Ushabti figures the tomb robber had carried in
his sack, except that these statues are much larger.
They are fashioned in the likeness of Ptah-hotep, tall
and broad, with commanding features and powerful-
looking limbs – turn to 199.
169
You head East down the corridor which is thick with
heavy darkness. Quite soon it turns North and ends
at a small door. Tentatively, you open the door – turn
to 98.
170
You go through into a tiny square room. At the foot
of the West wall are two small, round pools, one of
translucent blue liquid and the other of green. Their
surfaces are so smooth and still it seems almost as if
the pools are in fact filled with glass and not liquid at
all. Above the pools on the West wall is a huge
mosaic of a blue-skinned man, whose hands are
outstretched to each side of him, so that they rest on
the wall above each pool. Will you examine:
The blue pool? Turn to 155
The green pool? Turn to 66
Or leave this room? Turn to 212
171
The oval Amulet is carved from deep red, translu-
cent stone. Engraved onto its surface is a black
serpent, its writhing coils forming a complex twist-
ing pattern that wraps around and around the oval
stone. The serpent is the symbol of the enemy of the
sun god, Ra, and this jewel that bears its image has
an evil enchantment upon it. If you wish to keep it,
you must take two off your Charm Points and two off
your Dexterity, but it does have the power to add
four points onto your Strength. It is for you to decide
whether its advantages outweigh its disadvantages –
turn to 152.
172
You recall Qebhsnuf‟s words that the lock of Ra‟s
hair cures the burns from his golden box, and so you
pick up the hair to examine it – turn to 104.
173 You are in a small square room; a narrow ledge runs around the edge of a deep pit, in which you can see some creature stirring, and leads to a door in the North wall opposite. If you wish to venture along the ledge, turn to 202. Or, you can try the centre door – turn to 73; or the right-hand door – turn to 201.
174 You go back South and West, past the three identical doors, and continue Westwards till the passage turns North and ends at a small, open doorway – turn to 170.
175 You are standing in an infinitely long hall, filled with the seated figures of men who have the heads of beasts. In front of you, sitting under a canopy, is a mummified figure wearing a crown, with two beautiful women standing behind him. To your left, is a huge pair of balance scales, and kneeling beside these is a man whose head is that of a jackal. Behind him crouches a fantastic creature, with the head of a crocodile, the body of a lion and the tail of a hippopotamus. To your right stands a tall man with the head of an ibis, holding a scribe‟s palette, and be-side him, a slender woman in green, who wears an ostrich feather in her hair.
You think that you must be dreaming all of this whilst lying collapsed beside the pool, Millions of Years, as the woman in green takes your hand and guides you onto the huge left-hand pan of the scales. Then she herself steps into the right-hand pan,
73
causing your side to raise up. Throw two dice. If the numbers on both dice add up to the same as or less than your Charm Score, turn to 106. If they add up to more than your Charm Score, turn to 25.
176 You go West for some distance until you come to a door in the North wall and opposite it, a new passage branching off South. After a moment‟s hesitation, you decide against the South passage, as you do not wish to head back into the part of the Pyramid that you have already explored. Will you therefore go through the North door? – If so, turn to 210. Or, un-less you have already explored this way, continue along the passage West? – If so, turn to 136.
177 The statue helps you in your struggle against Seth by reducing the Destroyer‟s Strength. You may also add two onto your Dexterity for this battle. Dexterity Strength SETH: 12 10
If you win, turn to 190.
178 You are in an East-West corridor. Will you go:
East? Turn to 137 West? Turn to 224
179 You speak the third name engraved upon the golden staff: “Tchesef”, and at once the figure bows and steps to one side. The gate swings open and you walk through – turn to 69.
180 You smash open the statues with your sword and find that they contain two items: a sceptre in the form of a shepherd‟s crook, and a golden flail. They are great symbols of power, and very valuable. Add
two onto your Charm Score. You now leave through the North door – turn to 150.
181 The passage leads West for a little while and then turns to the North. Very soon after, it opens out into a long, narrow room, the North wall of which has three identical doors set into it.
Have you spoken with Hapi, the dog-headed son of Horus?
If so, turn to 83. If not, turn to 51.
182 Although your sword bends alarmingly at first, it does not break, and you successfully open the door and go through – turn to 173.
183 You follow the passage West until it turns North and ends at a small open doorway – turn to 170.
184 You decide to ignore the doors in the South wall as they would lead you back in the direction you came. Will you go through:
The West door? Turn to 135 Or the North door? Turn to 39
185 As soon as you pick up the feather, the pedestal begins to sink into the floor with the slow grinding of stone against stone, and at that same moment, the two gratings in the North and South walls lift steadily upwards. From out of the gloom beyond them slink two shadowy creatures like huge lions, but with long, dagger-like fangs, wickedly barbed tails and manes the colour of blood. You draw your sword and prepare yourself to fight them! Dexterity
Strength FIRST LION: 9 8 SECOND LION: 8 10
If you win, turn to 194.
75
186 You go East down a low, narrow corridor, which has an uncomfortable, claustrophobic feeling about it. Then a faint, pleasant tinkling sound reaches your ears, and out of the darkness ahead of you emerges a tall figure dressed in white.
Cautiously, you draw your sword, but then relax slightly as you see that the figure is a white-robed woman with long black hair. In her right hand, she carries an unusual musical instrument, consisting of a wooden frame fitted with loose strips of metal and jingling coloured discs.
Have you seen this woman before? If so, turn to 116. If not, turn to 146.
187 You are at a junction. Will you go:
East? Turn to 96 South? Turn to 42
188 You take a chance and in a voice that sounds more confident than you feel, you speak the first name that is carved upon the golden object you carry: “Semani”. At once, the man bows, lowers his knife, and steps to one side. The gate swings open and you walk quickly through – turn to 108.
189 As you reach out to open the North door, there is a creaking like the timbers of a rolling ship on either side of you, and, to your horror, you see that the two statues have turned to look at you with their dark, wooden eyes. You will have to fight them if you wish to go any further. If you have the statue of the Typhonian animal, turn to 12. If you do not, turn to 29.
190 You have reduced Seth‟s Strength to zero, but you cannot kill him with your sword because of his immortal nature. His black soul is still alive and it leaves his body to hover in front of you.
“Hear me now, mortal,” Seth hisses. “You have defiled my tomb and now I lay upon you and your world my Curse!”
You must act quickly. Do you know the full translation of the words that abate the Curse of Seth? If so, count the letters of the translation, add three and turn to that number. If not – turn to 14.
191 You have entered an East–West corridor. In the South wall, behind you, are three identical doors, like the ones you had to choose between earlier. You have just successfully come through the room behind the door of your choice, and something warns you against trying either of the other two doors. Will you now go:
East? Turn to 163 Or West? Turn to 183
192
To your dismay, the ledge crumbles beneath you,
and you fall into the pit! Turn to 22.
193
After defeating Apep, you are about to kick the
serpent‟s body back into the black water, when you
notice a small leather pouch teetering on the edge of
the pool. You quickly retrieve it before it slips
forever into the murky depths, and empty its
contents out into your hand. The pouch contains
four amulets of great value: a tiny pillar of gold; a
buckle of glowing carnelian; a heart, also of carne-
lian; and a miniature golden pillow on a headrest.
You place these treasures carefully into your back-
pack and leave the room – turn to 204.
194
After defeating the lions, you take the golden ostrich
feather and on sudden impulse, tuck it into the
fastening of your cloak.
The two low cages beyond the North and South
gratings have the smell of death about them, so you
decide to leave them well alone, and go out of the
room – turn to 220.
195
You go West for some distance, till the passage ends
at a small doorway and you have to stoop to pass un-
derneath it. Do you wish to go through the doorway?
– If so turn to 126; or turn back along the passage? –
turn to 87.
196
You are at a junction. Will you go:
North? Turn to 41
East? Turn to 148
South? Turn to 10
West? Turn to 127
76
197 You venture cautiously into the clinging blackness, your torch flame seeming like a feeble matchstick against this unnatural dark. Quite soon, you come to an iron gateway blocking the passage North, and as you begin to search for its lock, a figure steps out of the blackness in front of you. It is a man dressed in a brown knee-length kilt, with an elaborate blue and green collar around his neck. In his hand, he carries a long, broad blade, and as he turns to look at you, you see that his skull is elongated at the back, making his head seem too large for his body.
“I am the First Doorkeeper,” he tells you. His voice is hoarse and thick with accent, as if he has not spoken for a long time. “If you wish to pass through this gate, you must first speak my name.”
Do you have a golden staff, or the statue of a golden cat? If so, turn to 188. If not, turn to 158.
198 You turn West into a low corridor of the same impenetrable darkness. You have only gone a little distance, however, when you see something dart across the floor of the passage ahead of you. Wishing fervently that your torch flame would brighten, you peer into the blackness, and then suddenly, out of the shadow, walks a small yellow and black cat. It pads down the corridor towards you, and rubs itself around your ankles, purring loudly. Add one Charm Point. Are you carrying a statue of the Typhonian Animal? If so, turn to 43. If not, turn to 167.
199 There appears to be nothing else of interest in the room, so you decide to investigate the North door. Is the black and yellow cat following you? If so, turn to 138. If not, turn to 189.
200 Dexterity Strength SETH: 12 16
If you win, turn to 190.
201 You have to press hard against the right-hand door before it reluctantly grinds open. As you step through into the small, square room beyond, the door slams violently shut behind you, and you whirl around to discover that there is no way of opening it from this side. Lose one Charm Point. You can see no other exits from the room, and so you begin to methodically search for signs of a secret door.
The walls are richly decorated with carvings of fantastic animals and birds, and, as you examine them, you gradually become aware of the faint, dry trickle of falling sand. With sudden panic, you look up to see a number of tiny openings in the mouths of grinning apes high up on the walls and through these filters an unceasing stream of dark sand.
Throw one dice six times. As soon as you throw a number 6, turn to 143. If you throw the dice six times without throwing a 6, turn to 153.
77
202
With great care, you begin to make your way along
the ledge, but you feel that you are being watched.
The air becomes colder, and you sense an evil
presence. Some of the slabs of stone are loose, and
there is a chance that you may step on one. There are
18 slabs that make up the ledge between the doors,
three of which are loose. Throw one dice three
times. If you throw a one, you have stepped on a
loose slab – turn to 192. If you throw the dice three
times without getting a one, you make it safely to the
North door and can leave – turn to 191.
203
You go North through the open doorway into a
narrow corridor. Ahead of you, you can see the
glitter of your torchlight on dark water, and very soon
come to the edge of a black pool which
completely blocks the passage. The surface of the
water is as smooth as a mirror and so still that not
even the tiniest of ripples laps at its black edges. It is
impossible to guess how deep it is, but you can see
that it is about 20 feet wide – too far for you to jump.
Will you try to cross the pool and continue North
up the passage on the other side? – turn to 52. Or,
turn around and go back through the room where
the statues are, then West back to the junction, and
venture North? – turn to 144.
204
If you entered through a door in the South wall, turn
to 184. If you entered through a door in the West
wall, turn to 115.
205
Both the gratings are firm and immovable. There is a
most unpleasant smell, and you think you hear the
slap of soft paws against stone behind the North
grate, but you cannot be sure. Will you now:
Examine the feather? Turn to 54
Or leave this room? Turn to 220
206 The way beyond the West doorway looks very dark and foreboding, and trusting your inner sense which warns you against going that way, you decide to return along the East passage until you arrive back at the door in the North wall – turn to 165.
207 You find yourself at a dead end, and abruptly the floor opens beneath you! You fall down into a narrow, circular tunnel, which slopes so steeply downwards it is almost vertical. The circular walls are absolutely smooth, and you slide helplessly down along the tunnel for quite some distance, until you crash into a merciless stone wall at its end. You must have hit some hidden lever, as the wall swings open, revolving on a central pivot, and, dazed and con-fused, you are pushed by the wall through a secret entrance to find yourself back on the outside of the Pyramid!
The wall swings back into place, leaving you bruised and frustrated outside. You cannot get back into the Pyramid this way, and you have no alternative but to begin your adventure again from the start!
208 You are at a turning. Will you go:
South? Turn to 215 West? Turn to 166
209 The statue that you carry weighs heavily in your backpack as if it has suddenly increased in size or power. Lose two Charm Points. You may discard it if you wish, but remember that it can protect you against certain aspects of Seth‟s evil magic – turn to 197.
210 You tap lightly against the stone North door and to your surprise, it rises smoothly upwards. As you step through into the narrow, low corridor beyond, the door drops heavily behind you like a stone guillo-tine. You can find no way of opening it from this side, so you have no alternative but to head North along the corridor. The air is stale and lacking in ox-ygen, and your breathing soon becomes laboured and heavy. Then on the wall to your left, you discover a plaque of hieroglyphs, which with the help of Saal Merik‟s notes, you manage to translate:
“Stranger, you are doomed. When the stone door fell behind you, it sealed the entrance to your tomb. You stand in the Maze of Ptah-hotep, to which there is but one true exit. May you find it quickly, for with each step you take, the time allotted to you is lessened. May Osiris guide your way.”
Even as you read the inscription, fine sand begins to fall steadily from tiny slits all along the top of the walls of the corridor. If you do not find your way out of the maze in 14 moves, the falling sand will fill the corridors and bury you alive! Start counting your moves from here – turn to 214.
78
211 To your dismay, your sword snaps in two! Lose one Charm Point. From now on, when you strike your opponent in battles, you will do only one point of damage instead of two. Will you try now to open this door by charging at it? – turn to 221 if so. If you pre-fer to try the centre door, turn to 73; or the right- hand door, turn to 201.
212 Did you enter the room through a door with the picture of the pools on it? If so, turn to 222. If you en-tered through a doorway in the South wall, turn to 9.
213 You go out through the low doorway in the East wall and enter a wide corridor. It heads East for quite some distance and then you come to a door in the North wall and opposite that a new passage branches off South. After a moment‟s hesitation, you decide against the South passage, as you do not wish to head back into the part of the Pyramid that you have already explored. Will you now go through the North door? – turn to 210 if you wish to head North. If you wish to keep going along the passage East, turn to 223.
214 You are standing in a North-heading corridor. The only exit is North – turn to 127.
215 You are in a North-South corridor. Will you go:
North? Turn to 208 South? Turn to 117
216
You continue on your way West with the cat
following like a silent shadow. Quite soon, the
corridor turns to the North, and then opens out into
a small room – turn to 159.
217
You carefully nick the tip of your thumb with your
sword and let a few small drops of blood fall sizzling
and spitting onto the flame. But instead of extin-
guishing the tiny fire, this has quite the opposite
effect: the flame roars into life, hot and red as the
blood you have fed it. Startled, you back away, and
then your surprise changes to fear, as beyond the
thick flames you see that something has happened to
the old man. Instead of the scrawny, withered figure,
there now stands a tall, broad man, whose dark,
muscular body bears the head of an evil-looking
beast with a thin, curved snout, and glowing red
eyes.
The creature gives a small bow of acknowledge-
ment when it sees you looking at it.
“I thank you for restoring me”, it snarls. “It has
been many, many years since I last was able to trick
some fool into giving me their blood to restore my
strength.” Then the creature gives a hoarse, barking
laugh and flexes its mighty arms. “To have such
strength again ... it is most welcome. I think I shall
test it by crushing the life from your puny body.”
You realise your terrible mistake has now rejuve-
nated Seth to his former power and strength, and you
now must fight him for your life. If you have the
statue of the Typhonian animal, turn to 177. If you
do not, turn to 200.
218
To your intense relief, you find a stone door in the
East wall, similar to the one you passed through
when you entered the maze. You struggle through
the sand to reach it, gasping for air, and see that it
has more hieroglyphs engraved upon it:
Below them are the faded words “O, Osiris . . .” as
if at the start of a prayer. Your relief mingles with joy
as you recognise the inscription as part of the words
that abate the Curse of Seth. You reach up and touch
the stone door and as it slides upwards, you spill
through with the sand into the welcome passage
beyond – turn to 88.
79
219
You reckon that you can manage to carry just one
statue with you, without its weight encumbering you
too much. Which will you choose?
The crocodile on the right? Turn to 105
The cat in the middle? Turn to 74
The strange animal on the left? Turn to 124
220
If you entered from the East doorway, turn to 206. If
you entered from the West doorway, turn to 213.
221
You take a few steps back from the door, and then
charge it. The door flies open, but you lose one
Strength point, and, carried along by your own
momentum, fall headlong into a pit. Throw two
dice. If the numbers on both dice add up to the same
as or less than your Dexterity Score, turn to 134. If
greater, turn to 22.
222
There are two other exits from the room – a door in
the North wall and an open doorway to the South.
You decide to ignore the Southern doorway as it
leads back to the part of the Pyramid that you have
already explored, and so go through the North door
– turn to 26.
223
You go East until you come across another passage
leading off South. You glimpse the dark glitter of
water a little way down the South passage, and do not
relish the prospect of having to negotiate such an
obstacle. Will you therefore continue on your way
East? – turn to 186 to continue East. To go back West
to the door in the North wall, turn to 40.
224
You are at a junction. Will you go:
East? Turn to 178
South? Turn to 27
West? Turn to 207
225
You enter a tiny, low-ceilinged room, which is so
filled with jewels and riches that there is hardly room
for you to stand. Statues of gold and bronze;
glittering jewelry of priceless gems; chests spilling
over with coins, amulets, statuettes and crowns . . .
There is also an open chest filled with ancient
potions and scrolls, and you hardly dare to think of
the magic formulae and secret enchantments they
might contain.
You have defied and conquered the Curse of Seth
and the rewards of Ptah-hotep‟s secret tomb are now
yours!